Druid Sacerdote (Apath)
Unofficial rules compendium | |
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A druid sacredote is a druid who has adopted the methods of the sacredote. While still firmly rooted in druidic tradition, he is scholarly in his study of nature magic and focused on working divine spells rather than on being one with nature. He learns many of the abilities of the druid, but isn't as practical and his transformations don't last as long.
Class Information
This is a sacredote archetype.
Hit Dice: d6.
Class Abilities
This archetype has all normal class abilities, except as noted.
Class Skills
The class skills of a druid sacredote are: Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points per Level: 2 + Int modifier.
Armor Proficiency
Druid sacredotes are proficient with light armor but not with shields. Druid sacredotes are prohibited from wearing metal armor or shields; thus, they may wear only padded, leather, or hide armor. A druid sacredote 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.) and other armor specifically noted to be usable by druids.
A druid sacredote who wears prohibited armor or uses a prohibited shield is unable to use class abilities (except weapon and armor proficiency) or cast either cleric or druid spells while doing so and for 24 hours thereafter.
Druid sacredotes do not suffer arcane spell failure for their class spell when wearing allowed armor. This is a modification to armor proficiency and advanced casting.
Bonus Languages
A druid sacredote's bonus language options include Aquam (the language of water elementals), Auram (air elementals), Ignam (fire elementals), Sylvan (forest creatures and fey), and Terram (earth elementals). This choice is in addition to the bonus languages available to the character because of his race.
A druid sacredote also knows druidic, a secret language known only to druids, which he learns upon becoming a 1st-level druid sacredote. Druidic is a free language for a druid sacredote; that is, he knows it in addition to his regular allotment of languages and it doesn't take up a language slot. Druid sacredotes are forbidden to teach this language to non-druids. Druidic has its own alphabet. This replaces the sacredote's bonus languages.
Spells
A druid sacredote casts divine spells, which are drawn from the druid spell list and from druidal domains. His druid spells and domain spells make up two different spell lists, and a druid sacredote prepares spells from each category separately. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells, below. A druid sacredote must choose and prepare his spells in advance. To prepare or cast a spell, a druid sacredote must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid sacredote's spell is 10 + the spell level + the druid sacredote's Wisdom modifier.
Like other spellcasters, a druid sacredote can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Druid Sacredote. In addition, he receives bonus spells per day if he has a high Wisdom score. A druid sacredote prepares this many druid spells each day and this many domain spells each day; in effect, the druid sacredote has two sets of spells and receives Wisdom bonuses to both.
Example: A third level druid sacredote with a Wisdom of 14 can prepare three first-level spells and two second-level druid spells, and the same number of domain spells from among those listed for his domains.
Druid sacredotes meditate for their spells. Each druid sacredote must choose a time at which he must spend 1 hour each day in quiet contemplation to regain his daily allotment of spells. Time spent resting has no effect on whether a druid sacredote can prepare spells. A druid sacredote may prepare and cast any spell on the druid and domain spell lists respectively, provided that he can cast spells of that level, but he must prepare the proper type of spell in druid and domain slots and choose which spells to prepare during his daily meditation. This is a modification of the spells ability.
Domains
The druid sacredote knows five domains. He can select from these cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. If subdomains are in use, the druid sacredote can choose one of the subdomains of these domains. Druid sacredotes also have access to Animal and Terrain Domains if these are allowed in the campaign, see Pathfinder Roleplaying Game Ultimate Magic. Druid sacredotes only learn spells from these domains, they do not gain any domain powers. This is a modification of the domains ability.
For a collection of all domains, see the Apath list of domains.
Force of Nature (Ex)
The druid sacredote can choose to use his Charisma bonus instead of the attribute he would normally use to improve attack rolls with spells or channeled spells. This does not apply to other physical attacks improved by spells, only to attack rolls granted by the spell itself.
A druid sacredote applies this bonus to channel spell rays and to attack rolls with spells like produce flame, but not to the attacks of a weapon enhanced with Shillelagh.
The druid sacredote adds his Charisma modifier to natural attacks gained from the transformations gained from Nature avatar ability, below.
This replaces calculated targeting.
Nature Avatar (Su)
Add the following spells to the druid sacredote's druid spell list at the indicated levels. He can channel stored spell energy into these spells even if he hasn't prepared them ahead of time. He can “lose” a prepared spell in order to cast any of these spells of the same level or lower. He can use either a druid spell or a domain spell to power this ability.
- Stone fist, youthful appearance.
- Animal aspect, elemental touch.
- Beast shape I, gaseous form.
- Animal aspect (greater), beast shape II, elemental body I.
- Beast shape III, elemental body II, plant shape I.
- Beast shape IV, elemental body III, fluid form, plant shape II.
- Elemental body IV, giant form I, ice body, statue.
- Giant form II, iron body.
- Fiery body, shapechange.
Nature's avatar and wild empathy replaces channel spells.
Nature's Summons
A druid sacredote can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower. He can use either a druid spell or a domain spell to do this. Summon nature's ally spells have a casting time of one standard action for a druid sacredote, both when prepared and when substituted using this ability. This replaces all manifestation abilities.
Wild Empathy (Ex)
A druid sacredote 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 sacredote rolls 1d20 and adds his druid sacredote level and his Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid sacredote 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.
A druid sacredote can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Resist Nature's Lure (Ex)
Starting at 4th level, a druid sacredote gains a bonus on saving throws against the spell-like and supernatural abilities of fey equal to his Charisma modifier. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood. This replaces the bonus feat gained at level 3.
Woodland Stride (Ex)
Starting at 8th level, a druid sacredote may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect him. This replaces the bonus feat at level 7.
Trackless Step (Ex)
Starting at 12th level, a druid sacredote leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. This replaces the bonus feat gained at level 11.
Venom Immunity (Ex)
At 16th level, a druid sacredote gains immunity to all poisons. This replaces the bonus feat gained at level 15.
Timeless Body (Ex)
After attaining 20th level, a druid sacredote no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the druid sacredote still dies of old age when his time is up. This replaces the bonus feat gained at level 19.
Table: Druid Sacredote
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | |||||||||
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +0 | +0 | +0 | +2 | Domains, nature avatar, nature's summons, orisons, wild empathy | 3 | 1+1 | — | — | — | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | — | 4 | 2+2 | — | — | — | — | — | — | — | — |
3rd | +1 | +1 | +1 | +3 | — | 4 | 2+2 | 1+1 | — | — | — | — | — | — | — |
4th | +2 | +1 | +1 | +4 | Resist nature's lure | 5 | 3+3 | 2+2 | — | — | — | — | — | — | — |
5th | +2 | +1 | +1 | +4 | — | 5 | 3+3 | 2+2 | 1+1 | — | — | — | — | — | — |
6th | +3 | +2 | +2 | +5 | — | 5 | 3+3 | 3+3 | 2+2 | — | — | — | — | — | — |
7th | +3 | +2 | +2 | +5 | — | 6 | 4+4 | 3+3 | 2+2 | 1+1 | — | — | — | — | — |
8th | +4 | +2 | +2 | +6 | Woodland stride | 6 | 4+4 | 3+3 | 3+3 | 2+2 | — | — | — | — | — |
9th | +4 | +3 | +3 | +6 | — | 6 | 4+4 | 4+4 | 3+3 | 2+2 | 1+1 | — | — | — | — |
10th | +5 | +3 | +3 | +7 | — | 6 | 4+4 | 4+4 | 3+3 | 3+3 | 2+2 | — | — | — | — |
11th | +5 | +3 | +3 | +7 | — | 6 | 5+5 | 4+4 | 4+4 | 3+3 | 2+2 | 1+1 | — | — | — |
12th | +6/+1 | +4 | +4 | +8 | Trackless step | 6 | 5+5 | 4+4 | 4+4 | 3+3 | 3+3 | 2+2 | — | — | — |
13th | +6/+1 | +4 | +4 | +8 | — | 6 | 5+5 | 5+5 | 4+4 | 4+4 | 3+3 | 2+2 | 1+1 | — | — |
14th | +7/+2 | +4 | +4 | +9 | — | 6 | 5+5 | 5+5 | 4+4 | 4+4 | 3+3 | 3+3 | 2+2 | — | — |
15th | +7/+2 | +5 | +5 | +9 | — | 6 | 5+5 | 5+5 | 5+5 | 4+4 | 4+4 | 3+3 | 2+2 | 1+1 | — |
16th | +8/+3 | +5 | +5 | +10 | Venom immunity | 6 | 5+5 | 5+5 | 5+5 | 4+4 | 4+4 | 3+3 | 3+3 | 2+2 | — |
17th | +8/+3 | +5 | +5 | +10 | — | 6 | 5+5 | 5+5 | 5+5 | 5+5 | 4+4 | 4+4 | 3+3 | 2+2 | 1+1 |
18th | +9/+4 | +6 | +6 | +11 | — | 6 | 5+5 | 5+5 | 5+5 | 5+5 | 4+4 | 4+4 | 3+3 | 3+3 | 2+2 |
19th | +9/+4 | +6 | +6 | +11 | — | 6 | 5+5 | 5+5 | 5+5 | 5+5 | 5+5 | 4+4 | 4+4 | 3+3 | 3+3 |
20th | +10/+5 | +6 | +6 | +12 | Timeless body | 6 | 5+5 | 5+5 | 5+5 | 5+5 | 5+5 | 4+4 | 4+4 | 4+4 | 4+4 |
In addition to the stated number of spells per day for 1st- through 9th-level spells, a druid sacredote gets an equal number of druid spells for each spell level, starting at 1st. The "x+x" in the entries on this table represents these extra spells. Bonus spells the druid sacredote may receive for having a high wisdom score apply to both regular spells and druid spells separately and is thus applied twice.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Class Skills
- Armor Proficiency
- Spells
- Domains
- Channel Spells
- Advanced Spells
- Bonus Feats (All)
- Manifestations (All)
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