Doomed Druid (Apath)
|Unofficial rules compendium|
Druids use the power of nature, but not all such powers are benign. A druid often falls under a curse, either as a price of power, or as a consequence of events. The druids that fall under such curses are often headstrong individuals, some being the nobility of druidic society, others with fey or monster blood in their veins.
This is a druid archetype that carries a curse.
Publisher: Legendary Games.
Starting Wealth: 1d6 × 10 gp (average 35 gp.)
Hit Die: d8.
This doomed druid has all normal druid class features, except as noted.
Weapon and Armor Proficiency
Doomed druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Doomed druids are not proficient in any armor but are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
A doomed druid casts divine spells drawn from the druid spell list . She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a doomed druid must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a doomed druid's spell is 10 + the spell level + the doomed druid's Charisma modifier.
Like other spellcasters, a doomed druid can cast only a certain number of spells of each spell level per day. A doomed druid does not use the spells per day from Table: Druid. Instead, her base daily spell allotment is given on Table: Doomed Druid. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A doomed druid's selection of spells is extremely limited. A doomed druid begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new doomed druid level, she gains one or more new spells, as indicated on Table: Doomed Druid Spells Known. (Unlike spells per day, the number of spells a doomed druid knows is not affected by her Charisma score; the numbers on Table: Doomed Druid Spells Known are fixed.)
Unlike a normal druid, a doomed druid need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Allied Spirits When a doomed druid gains access to a a new level of spells, he immediately gains the summon nature's ally spell of that level as a known spell. These spells cannot be exchanged for different spells at higher levels.
This is a modification of the spells ability.
Way of Life Armor Bonus (Ex)
When unarmored and unencumbered, the doomed druid adds her Charisma bonus (if positive) as a dodge modifier to armor class and CMD. She loses this bonus when she wears any armor, when she uses a shield, when she carries a medium or heavy load, or when she is denied her Dexterity bonus to armor class. The doomed druid can use her way of life armor bonus with a shield.
Doomed Druid's Curse
A doomed druid suffers under an oracle's curse. All references to the oracle class, spell list, or levels instead apply to the druid equivalent. This replaces venom immunity and timeless body.
The doomed druid has a patron similar to that of a witch and adds the spells granted by her patron to her spell list and list of known spells as soon as she can cast spells of that level. This is in addition to the "spells known" from Table: Doomed Druid Spells Known.
Table: Doomed Druid
|Special||Spells per Day|
|1st||+0||+0||+0||+2||Druid's curse, nature bond, nature sense, orisons, wild empathy||3||—||—||—||—||—||—||—||—|
|4th||+2||+1||+1||+4||Resist nature's lure, wild shape (1/day)||6||3||—||—||—||—||—||—||—|
|5th||+2||+1||+1||+4||Druid's curse ability||6||4||—||—||—||—||—||—||—|
|6th||+3||+2||+2||+5||Wild shape (2/day)||6||5||3||—||—||—||—||—||—|
|8th||+4||+2||+2||+6||Wild shape (3/day)||6||6||5||3||—||—||—||—||—|
|10th||+5||+3||+3||+7||Druid's curse ability, wild shape (4/day)||6||6||6||5||3||—||—||—||—|
|12th||+6/+1||+4||+4||+8||Wild shape (5/day)||6||6||6||6||5||3||—||—||—|
|13th||+6/+1||+4||+4||+8||A thousand faces||6||6||6||6||6||4||—||—||—|
|14th||+7/+2||+4||+4||+9||Wild shape (6/day)||6||6||6||6||6||5||3||—||—|
|15th||+7/+2||+5||+5||+9||Druid's curse ability||6||6||6||6||6||6||4||—||—|
|16th||+8/+3||+5||+5||+10||Wild shape (7/day)||6||6||6||6||6||6||5||3||—|
|18th||+9/+4||+6||+6||+11||Wild shape (8/day)||6||6||6||6||6||6||6||5||3|
|20th||+10/+5||+6||+6||+12||Wild shape (at will)||6||6||6||6||6||6||6||6||6|
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Armor Proficiency
- Venom Immunity
- Timeless Body
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