While many druids find that the environment is something to be protected, the blighter sees it as a resources from which to tap magic.
Animal Bond- The blighter does not gain domains, and may only choose an animal companion. The animal companion gains either the skeletal or the zombie template and is treated as undead.
Blight Magic- The blighter cannot cast any spells that enrich plants or animals, including anything that increases their size. He can diminish plants, shrink animals, but not strenghten them in any way. Any spell on the druid list that enhances animals (or animal companions) can be applied to the blighter's undead animal companion, but not to other undead. Spells that hide from animals or speak with animals, charms, them, etc. functions normally. Any power that calls upon plants or emulates plants (such as plant shape, tree shape, entangle, etc) changes so that it applies instead to dead vegetation. (So Tree Shape always takes the form of a decaying tree, entangle allows grappling by dead or blighted vines, etc).
A blighter learns summon monster spells in place of summon nature's ally spells, and sponatneously converts to them instead.
Blight Plants (su): The blighter can do a special ritual that takes 10 minutes. The ritual spreads unnatural blight within a radius of 10' per blighter level. Non magical, inaimate plants in the area slowly begin to wilt and die- being unable to take nutrients from the soil or the sunlight. The land will continue to be unable to support plant life for 1 year or until a druidic hallow spell is cast in the area. Any magical plants or plant creaures that live in the area will slowly begin to starve unless they leave the area, but will return to normal once brought out of the area. Vegetables suffering from this ability do not provide nutrition to things that eat them.
The bligher does this as part of his spell memorization- he cannot memorize spells on a day he did not successfully perform this. What's more, he cannot use his blight powers on days he did not perform this ritual.
This replaces wild empathy.
Swamp Stride- At 2nd level the blighter gains the swamp hag witch hex. This replaces woodland stride.
Blight Powers- At 5th level, and every 2 levels thereafter the blighter can choose a blight power from those listed below. This replaces wild shape. DCs (when relevant) are 10+1/2 level + wisdom mod. Any spells emulated use blighter level as caster level.
Wilting Touch- The blighter can deal 1d6 damage per class level to any plant or plant creature by touch. He may use this ability a number of times per day equal to 3+ his wisdom modifier.
Nature's Enemy- The blighter can treat any spell as if it is empowered, without increasing casting time- but only if it does damage to plants or animals. AoE effects which deal damage to animals, plants, and other creatures are only empowered in relation to animals and plants.
Hide Blight- The blighter can cast hallucinatory terrain to make any wilted and dead area appear lush and beautiful. This can be used 1/day.
Unnatural Aura(su)- The blighter can surround himself in an unnatual aura up to his close range. This lasts for 1 minute per blighter level. No normal animal will enter the unnatural area. Trained animals can be pushed to enter, as can special animals (like familars or animal companions) but they must make a will save or be shaken upon entering. This can be done 1/day.
Break Bond- The blighter can attempt to break a bond between two creatures or between a creature and a plant or area by touch. He can touch either end of the bond. The creature must make a will save. If the save fails, the bond is broken. This can remove a familiar or animal companion from a master, or break the bond between a dryad and a tree, dispel a telepathic bond between an animal or plant and another creature, or stop a witch from possessing her familar, but it has no effect if one of the creatures in the bond is not an animal, plant, or magical beast. As such it has no effect on eidolons, or outsiders, but summoned animals or plants would be uncontrolled by the summoner. Regardless of what is touched, either creature in the bond can make the will save (either the familiar or the master). This can also break other natural bonds, such as between a fey and a lake. The use is still wasted if the save succeeds and neither creature can be affected by this more than once per 24 hours (even if a creature has multiple bonds). A blighter must be 10th level to take this feature. The broken bond lasts for 1 hour per blighter level. This power can be used 1/day, +1 time for every 4 levels the bligher has above 6th.
Greater Break Bond- (level 16th, requires break bond)- The blighter's break bond ability becomes permanent instead of 1 hour per blighter level, though remove curse can restore the bond- treat as if a greater curse.
Iron Gut- the blighter can eat rotten food, is immune to poison and venom, and gain nutrients from dirt or bark, including blighted vegetables or undead flesh.
Blight Hex- as the witch hex
Unnerve Animals- as the witch hex
Undead Form- The blighter can appear as an undead version of himself (as a zombie or lich) as disguise self for a number of minutes per day equal to his blighter level. It need not be consecutive but it must be spent in 1 minute increments. During this time, mindless undead will not attack him and generally ignore him, and he will appear undead to divinations and abilities such as lifesense. His type does not change, however and he treats negative and positive energy normally as it relates to healing him.
Touch of Pain- The blighter can touch an animal or magical beast and cause it intense pain. It makes a fort save. If it fails it is wracked with pain and paralyzed for 1d6 rounds + 1 per blighter level. If it succeeds it is only paralyzed for 1 round. This can be used a number of times per day equal to 3+wisdom modifier, but once a creature successfully saves it cannot be targeted again for 24 hours.
Elemental Aura- Choose an element: either fire or cold. The blighter does +1 damage per bligher level on all spells and attacks that use this element. (+2 damage / level against plants, animals, and magical beasts).
Bane-Choose either plants, animals, or magical beasts. The blighter's natural attacks (as well as those of his animal companion) are treated as if they had the bane quality against that type. This can be taken up to three times, each time applying to a different type (plants/animals/magical beasts).
Squash Power- The blighter can make a ranged touch attack against a plant creature, animal, magical beast, or fey. If he hits the creature makes a will save. Failure means that all the creatures spell like abilities, supernatural abilities, and raical spells (such as a nymphs automatic druid spells) cannot be used for 1 minute per blighter level. This power can be used a number of times per day equal to 3+wis modifier. A creature cannot be affected by this for 24 hours after it passes a save against it (but if it fails this may be used continuously). Spells from class levels are unaffected by this ability.
Undead Creature- (Level 16+, requires undead form) The blighter gains the undead type and undead immunities. His appearance does not change immediately but he will slowly begin to rot and resemble a zombie. The undead form ability he has can be used to appear as his previous living self, at any age. The blighter (if he has craft wonderous item) can create a phylactery and become a lich for 1/2 price. The thousand faces druid ability he gains only allows him to take the form of other undead creatures.
Showing posts with label druid. Show all posts
Showing posts with label druid. Show all posts
Sunday, April 7, 2013
Wednesday, April 3, 2013
Nature's Ally (Druid Archtype)
This druid focuses on the powers of nature and protecting the plant and environment over the animal kingdom. Humans and animals are grouped together in this druid's mind- all part of the big scheme- but the environment must be protected.
Nature Bond- The druid does not gain an animal companion. He can choose a domain as his nature bond. He cannot choose the animal domain.
Plant Empathy- The druid's wild empathy applies only to plant type creatures, including awakened plants, and not to animals or magical beasts. He may apply this to fey at a -4 penalty. Fey that are linked to a special natural phenomenon, like a lake or a tree (like dryads) ignore the -4 penalty.
Aspect of Nature- The druid does not gain wildshape. Instead, he may emulate an aspect of nature. At level 4 and at every 2 levels thereafter he can choose an ability below. Some have prerequisites.
Ally of Wind- The druid can see through weather concealment (such as fog, dense snow, smoke, heavy rain, etc) and is treated as if wind was one category calmer for whether he is pushed or checked by it.
Elemental Ally- The druid can use his plant empathy power to influence elementals.
Quick Like Lightning- The druid gains the monk's fast movement ability.
Swift as the Pouring Rain- The druid gains the unarmored AC of a monk of the same level, including wisdom to AC.
Force of the Great Typhoon- The druid gains the unarmed attack bonus of a monk of the same level, but does not gain flurry of blows or other monk abilities.
Strength of the Raging Fire- The druid can rage as a barbarian of the same level. He does not gain rage powers or other barbarian abilities.
Tranquil as the Forest- As a standard action the druid can put a sanctuary effect around him, but it only affects animals, magical beasts, elementals, and fey. The DC to break the effect is 10+1/2 druid level + druid's wisdom. It is broken if he attacks any of the above creatures, but not if he attacks other creatures, such as giants or humanoids.
Tree Shape- The druid can take the form of an inanimate tree, either living or dead, as the spell Tree Shape, at will. He must be 8th level or higher to choose this ability.
Tree Stride- The druid use tree stride to teleport via trees a number of times per day equal to 3+his wisdom modifier. He maust be of 10th level or higher to choose this ability.
Storm Walker-The druid can walk unhindered in any natural storm, including hail, heavy winds. His vision is not impared by precipitation, and his movement is not impared by winds. He must have ally of wind to take this ability.
Earth Walker- The druid can use the earth glide ability as an earth elemental for a number of minutes equal to his druid level. This need not be consecutive but must be used in 1 minute increments. The druid must be of 8th level to chose this ability.
Wind Walker- The druid gains the flight ability similar to the witch hex.
Elemental Resistance- The druid choses to gain Resistance 5 to one energy type: fire, acid, lightning, electricy, cold, or sonic. This ability can be chosen more than once- to have it apply to another energy type, or to improve it. The same energy type chosen twice gives resistance 10, and 3 times gives immunity.
World Walker- The druid benefits from continual endure elements, can breathe water as well as air, and is not hindered by the effects of water pressure from deep water.
Mysterious as the Moon- The druid's weapons (or natural attacks) can bypass damage reduction and regeneration as if they were silver. The druid gains DR 5/cold iron.
Empowered Plant Magic- Any spell that the druid casts which targets or emulates plants (such as barkskin or plant growth or entangle) he can choose to modify with enlarge spell, extend spell, or empower spell without increasing casting time or changing the slot. He may do this a number of times per day equal to 3+his wisdom modifier.
Nature's Champion- At 20th level, the druid can control weather per the spell at will, gains the fey type, and adds his charisma to his unarmored AC. He no longer needs to eat food, but may gain nourishment from spending 1 hour in direct sunlight. He gains the ability to control elementals. Treat this as if it were channel energy of his level but only works to control elementals (like the control undead feat).
Nature Bond- The druid does not gain an animal companion. He can choose a domain as his nature bond. He cannot choose the animal domain.
Plant Empathy- The druid's wild empathy applies only to plant type creatures, including awakened plants, and not to animals or magical beasts. He may apply this to fey at a -4 penalty. Fey that are linked to a special natural phenomenon, like a lake or a tree (like dryads) ignore the -4 penalty.
Aspect of Nature- The druid does not gain wildshape. Instead, he may emulate an aspect of nature. At level 4 and at every 2 levels thereafter he can choose an ability below. Some have prerequisites.
Ally of Wind- The druid can see through weather concealment (such as fog, dense snow, smoke, heavy rain, etc) and is treated as if wind was one category calmer for whether he is pushed or checked by it.
Elemental Ally- The druid can use his plant empathy power to influence elementals.
Quick Like Lightning- The druid gains the monk's fast movement ability.
Swift as the Pouring Rain- The druid gains the unarmored AC of a monk of the same level, including wisdom to AC.
Force of the Great Typhoon- The druid gains the unarmed attack bonus of a monk of the same level, but does not gain flurry of blows or other monk abilities.
Strength of the Raging Fire- The druid can rage as a barbarian of the same level. He does not gain rage powers or other barbarian abilities.
Tranquil as the Forest- As a standard action the druid can put a sanctuary effect around him, but it only affects animals, magical beasts, elementals, and fey. The DC to break the effect is 10+1/2 druid level + druid's wisdom. It is broken if he attacks any of the above creatures, but not if he attacks other creatures, such as giants or humanoids.
Tree Shape- The druid can take the form of an inanimate tree, either living or dead, as the spell Tree Shape, at will. He must be 8th level or higher to choose this ability.
Tree Stride- The druid use tree stride to teleport via trees a number of times per day equal to 3+his wisdom modifier. He maust be of 10th level or higher to choose this ability.
Storm Walker-The druid can walk unhindered in any natural storm, including hail, heavy winds. His vision is not impared by precipitation, and his movement is not impared by winds. He must have ally of wind to take this ability.
Earth Walker- The druid can use the earth glide ability as an earth elemental for a number of minutes equal to his druid level. This need not be consecutive but must be used in 1 minute increments. The druid must be of 8th level to chose this ability.
Wind Walker- The druid gains the flight ability similar to the witch hex.
Elemental Resistance- The druid choses to gain Resistance 5 to one energy type: fire, acid, lightning, electricy, cold, or sonic. This ability can be chosen more than once- to have it apply to another energy type, or to improve it. The same energy type chosen twice gives resistance 10, and 3 times gives immunity.
World Walker- The druid benefits from continual endure elements, can breathe water as well as air, and is not hindered by the effects of water pressure from deep water.
Mysterious as the Moon- The druid's weapons (or natural attacks) can bypass damage reduction and regeneration as if they were silver. The druid gains DR 5/cold iron.
Empowered Plant Magic- Any spell that the druid casts which targets or emulates plants (such as barkskin or plant growth or entangle) he can choose to modify with enlarge spell, extend spell, or empower spell without increasing casting time or changing the slot. He may do this a number of times per day equal to 3+his wisdom modifier.
Nature's Champion- At 20th level, the druid can control weather per the spell at will, gains the fey type, and adds his charisma to his unarmored AC. He no longer needs to eat food, but may gain nourishment from spending 1 hour in direct sunlight. He gains the ability to control elementals. Treat this as if it were channel energy of his level but only works to control elementals (like the control undead feat).
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