Druid Sacerdote (Apath)

From Action
Jump to navigation Jump to search
ApathApath Logo
Unofficial rules compendium

A druid sacerdote is a druid from a tradition that has adopted the methods of the sacerdote. While firmly rooted in druidic tradition, he is scholarly in his approach to nature magic and focused on casting druid 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 sacerdote archetype.

Hit Dice: d6.

Class Skills

The class skills of a druid sacerdote 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.

Class Features

This archetype has all sacredote class features, except as noted.

Armor Proficiency

Druid sacerdotes are proficient with light armor but not with shields. Druid sacerdotes are prohibited from wearing metal armor or shields; thus, they may wear only padded, leather, or hide armor. A druid sacerdote 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 sacerdote who wears prohibited armor or uses a prohibited shield is unable to use class abilities (except weapon and armor proficiency) or cast either druid or domain spells while doing so and for 24 hours thereafter.

Druid sacerdotes 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 sacerdote'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 sacerdote also knows druidic, a secret language known only to druids, which he learns upon becoming a 1st-level druid sacerdote. Druidic is a free language for a druid sacerdote; that is, he knows it in addition to his regular allotment of languages and it doesn't take up a language slot. Druidic has its own alphabet. Druid sacerdotes are forbidden to teach this language to non-druids. A druid sacredotes that communicates with a non-druid in the druidic language 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. This replaces the sacerdote's bonus languages.

Spells

A druid sacerdote casts divine spells, which are drawn from the druid spell list and from the domains available to druids. His druid spells and domain spells make up two different spell lists, and a druid sacerdote 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 sacerdote must choose and prepare his spells in advance.

To prepare or cast a spell, a druid sacerdote must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid sacerdote's spell is 10 + the spell level + the druid sacerdote's Wisdom modifier.

Like other spellcasters, a druid sacerdote can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Druid Sacerdote. In addition, he receives bonus spells per day if he has a high Wisdom score. A druid sacerdote prepares this many druid spells each day and this many domain spells each day; in effect, the druid sacerdote has two sets of spells and receives Wisdom bonuses to both.

Example: A third level druid sacerdote 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 sacerdotes meditate for their spells. Each druid sacerdote 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 sacerdote can prepare spells. A druid sacerdote 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 sacerdote 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 sacerdote can choose one of the subdomains of these domains. Druid sacerdotes also have access to Animal and Terrain Domains if these are allowed in the campaign, see Pathfinder Roleplaying Game Ultimate Magic. Druid sacerdotes 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 sacerdote can choose to use his Charisma bonus instead of the attribute he would normally use to improve attack rolls with spells. This does not apply to other physical attacks improved by spells, only to attack rolls granted by the spell itself.

A druid sacerdote applies this bonus to attack rolls with spells like produce flame, but not to the attacks of a weapon enhanced with Shillelagh.

The druid sacerdote also adds his Charisma modifier (in addition to the normal attribute modifier) to attack rolls with natural attacks he aquires from the transformations gained from the nature avatar ability, below.

This replaces calculated targeting.

Nature Avatar (Su)

Add the following spells to the druid sacerdote's domain 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.

  1. Stone fist, youthful appearance.
  2. Animal aspect, elemental touch.
  3. Beast shape I, gaseous form.
  4. Animal aspect (greater), beast shape II, elemental body I.
  5. Beast shape III, elemental body II, plant shape I.
  6. Beast shape IV, elemental body III, fluid form, plant shape II.
  7. Elemental body IV, giant form I, ice body, statue.
  8. Giant form II, iron body.
  9. Fiery body, shapechange.

Nature's avatar and wild empathy replaces divine wrath.

Nature's Summons

A druid sacerdote 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 sacerdote, both when prepared and when substituted using this ability. This replaces all manifestation abilities.

Wild Empathy (Ex)

A druid sacerdote 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 sacerdote rolls 1d20 and adds his druid sacerdote 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 sacerdote 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 sacerdote 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 sacerdote 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 sacerdote 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 sacerdote 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 sacerdote gains immunity to all poisons. This replaces the bonus feat gained at level 15.

Timeless Body (Ex)

After attaining 20th level, a druid sacerdote 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 sacerdote still dies of old age when his time is up. This replaces the bonus feat gained at level 19.

Table: Druid Sacerdote

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, force of nature, 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 sacerdote 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 sacerdote 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
  • Calculated Targeting
  • Divine Wrath
  • Advanced Spells
  • Bonus Feats (All)
  • Manifestations (All)
OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.