Prime Druid (Apath)

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Unofficial rules compendium

A prime druid is focused on the material plane.

Background

A prime druid is focused on the prime material plane, on its natural environment, and on creatures native to the materialplane. She is less of a summoner than a normal druid, but has a closer connection to nature.

Class Information

This is a druid archetype

Hit Die: d8.

Class Features

The prime druid has all the druid's class features, except as described here.

Domains

A prime druid selects two domains.

A prime druid's domains influences what magic she can perform. A prime druid without a patron chooses two domains from among those available to druids. One of these domains may be that of the prime druid's patron, if she has one, but the other one must be a druid domain. A prime druid can select an alignment domain (Chaos, Evil, Good, Neutral, or Law) only if her alignment has a component of that alignment.

Each domain grants a number of domain powers, dependent upon the level of the prime druid, as well as a number of bonus spells. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A prime druid gains one domain spell slot for each level of prime druid spell she can cast, from 1st on up. Each day, a prime druid can prepare one of the spells from her two domains in that slot. If a domain spell is not on the prime druid spell list, a prime druid can prepare it only in her domain spell slot.

In addition, a prime druid gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

The following domains are available to prime druids: Air (Cloud, Weather), Animal (Fur, Feather, Vermin), Destruction (Catastrophe, Hatred, Rage), Earth (Caves), Elements, Fire (Arson, Ash, Smoke), Healing (Restoration), Neutral, Plant (Decay, Growth), Repose (Ancestors, Gravekeeper), Scalykind (Venom), Water (Flowing, Ice, Oceans, Rivers), Weather (Seasons, Storms).

A druid can also select from all Animal and Terrain Domains.

In addition, the following subdomains are available, but not their base domains: Augury (Knowledge subdomain), Light (Sun subdomain), Moon (Darkness subdomain), Night (Darkness subdomain), Stars (Void subdomain).

This is a modification of nature bond.

Prime Bond (Ex)

A prime druid selects to bond with an animal companion or with her domains. An animal companion works just like a druid's animal companion, part of the nature bond class feature. A bond with domains allows the prime druid to cast her domain spells spontaneously. The prime druid can channel stored spell energy into a domain spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. A prime druid can have only one animal companion or familiar; if she gains an animal companion or familiar from another source, she must select which one to use.

This replaces spontaneous casting.

Wild Shape (Ex)

A prime druid cannot use wild shape to assume the shape of an elemental.

Terrain Stride (Ex)

At 13th level, an elemental druid gain the ability to move through natural hazards (such as bogs, loose sand, snow, ice, rock slides, and so on) at her normal speed without taking damage or suffering any other impairment (in effect, this is the woodland stride ability applied to non-plant environmental hazards). Terrain hazards that have been magically manipulated to impede motion still affect her. This replaces a thousand faces.

Table: Prime Druid

Level Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Domains, nature sense, orisons, prime bond, wild empathy 3 1
2nd +1 +3 +0 +3 Woodland stride 4 2
3rd +2 +3 +1 +3 Trackless step 4 2 1
4th +3 +4 +1 +4 Resist nature's lure, wild shape (beast shape I 1/day) 4 3 2
5th +3 +4 +1 +4 4 3 2 1
6th +4 +5 +2 +5 Wild shape (beast shape II 2/day) 4 3 3 2
7th +5 +5 +2 +5 4 4 3 2 1
8th +6/+1 +6 +2 +6 Wild shape (beast shape III, plant form I 3/day) 4 4 3 3 2
9th +6/+1 +6 +3 +6 Venom immunity 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 Wild shape (plant form II 4/day) 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Wild shape (plant form III 5/day) 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 Terrain stride 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 Wild shape (6/day) 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Timeless body 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Wild shape (7/day) 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild shape (8/day) 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Wild shape (at will) 4 4 4 4 4 4 4 4 4 4

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Spontaneous Casting
  • Nature Bond
  • Wild Shape
  • Resist Nature's Lure


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