Difference between revisions of "Ecclesiastic Druid (Apath)"

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{{Apath}}
 
{{Apath}}
  
An ecclesiastic druids is the ultimate merge of cleric and druid power. He comes from a druidic faith that has developed into an advanced church with formal theology. Civilized lands that adhere to a druidic faith are rare, but not unknown.  
+
An ecclesiastic druid is the ultimate merge of cleric and druid power. He comes from a druidic faith that has developed into an advanced religion with formal theology. Druid sacerdotes are common among civilized forest creatures such as elves and kitsune.  
  
 
== Class Information ==
 
== Class Information ==
This is a [[Sacredote (Apath) | sacredote]] archetype.
+
This is a [[Sacerdote (Apath) | sacerdote]] archetype.
  
 
'''Hit Dice:''' d6.
 
'''Hit Dice:''' d6.
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=== Class Skills ===
 
=== Class Skills ===
 
The class skills of an ecclesiastic druid are: Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Natrure) (Int), Knowledge (Religion) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Spellcraft (Int), and Swim (Str).  
 
The class skills of an ecclesiastic druid are: Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Natrure) (Int), Knowledge (Religion) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Spellcraft (Int), and Swim (Str).  
 
=== Armor Proficiency ===
 
Ecclesiastic druids are proficient with light armor but not with shields.
 
Ecclesiastic druids are prohibited from wearing metal armor or shields in the same manner as druids; thus, they may wear only padded, leather, or hide armor. An ecclesiastic druid 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.
 
 
An ecclesiastic druid 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.
 
 
Ecclesiastic druids do not suffer arcane spell failure for their class spell when wearing armor allowed. This is a modification to armor proficiency and advanced casting.
 
  
 
=== Bonus Languages ===
 
=== Bonus Languages ===
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Ignam (fire elementals),
 
Ignam (fire elementals),
 
Sylvan (forest creatures and fey), and  
 
Sylvan (forest creatures and fey), and  
Terram (earth elementals). This choice is in addition to the bonus languages available to the character because of her race.
+
Terram (earth elementals). This choice is in addition to the bonus languages available to the character because of his race.
  
An ecclesiastic druid also knows druidic, a secret language known only to druids, which she learns upon becoming a 1st-level ecclesiastic druid. Druidic is a free language for an ecclesiastic druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Ecclesiastic druids are forbidden to teach this language to non-druids. Druidic has its own alphabet. This is a modification to the sacredote's bonus languages.
+
An ecclesiastic druid also knows druidic, a secret language known only to druids, which he learns upon becoming a 1st-level ecclesiastic druid. Druidic is a free language for an ecclesiastic druid; that is, he knows it in addition to his regular allotment of languages and it doesn't take up a language slot. Ecclesiastic druids are forbidden to teach this language to non-druids. Druidic has its own alphabet. This replaces the sacerdote's bonus languages.
  
 
=== Spells ===
 
=== Spells ===
An ecclesiastic druid casts divine spells, which are drawn from the cleric and druid spell lists. His cleric spells and druid spells make up two different spell lists, and an ecclesiastic druid 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. An ecclesiastic druid must choose and prepare his spells in advance.
+
An ecclesiastic druid casts druid spells instead of domain spells. Instead of the domains a sacerdote selects, the ecclesiastic druid prepares druid spells in these spell slots.
 
 
To prepare or cast a spell, an ecclesiastic druid must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an ecclesiastic druid's spell is 10 + the spell level + the ecclesiastic druid's Intelligence modifier.
 
 
 
Like other spellcasters, an ecclesiastic druid can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ecclesiastic Druid. In addition, he receives bonus spells per day if he has a high Intelligence score. An ecclesiastic druid prepares this many cleric spells each day as well as this many druid spells each day; in effect, the ecclesiastic druid has two sets of spells and receives Intelligence bonuses to both.
 
 
 
''Example: A third level ecclesiastic druid with an Intelligence of 14 can prepare three first-level spells and two second-level divine spells from the cleric list, and the same number of druid spells.''
 
 
 
Ecclesiastic druids meditate for their spells. Each ecclesiastic druid 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 an ecclesiastic druid can spells. An ecclesiastic druid may prepare and cast any spell on the cleric and druid spell lists, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
 
 
 
This is a modification of the spells class feature and aso replaces domains.
 
 
 
=== Wild Empathy (Ex) ===
 
An ecclesiastic druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The ecclesiastic druid rolls 1d20 and adds her ecclesiastic druid level and her 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 ecclesiastic druid 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.
 
 
 
An ecclesiastic druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
 
 
 
This replaces channel spells.
 
 
 
=== Nature Sense (Ex) ===
 
At level 2, an ecclesiastic druid gains a +2 bonus on Knowledge (nature) and Survival checks. This replaces the bonus feat at level 3.
 
 
 
=== Resist Nature's Lure (Ex) ===
 
Starting at 4th level, an ecclesiastic druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood. This replaces the manifestation ability gained at level 5.
 
 
 
=== Woodland Stride (Ex) ===
 
Starting at 6th level, an ecclesiastic druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her. This replaces the bonus feat at level 7.
 
 
 
=== Trackless Step (Ex) ===
 
Starting at 8th level, an ecclesiastic druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. This replaces the manifestation ability gained at level 9.
 
 
 
=== Nature Avatar (Ex) ===
 
At 10th level, an ecclesiasticc druid can change into an animal from Dimunitive to Huge in size, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, an ecclesiasticc druid's nature avatar functions as ''beast shape III''. When taking the form of an elemental, the ecclesiastic druid's nature avatar functions as ''elemental body II''. When taking the form of a plant creature, the ecclesiastic druid's nature avatar functions as ''plant shape I''. The effect lasts for 10 minutes per ecclesiastic druid level, or until he changes back. Changing form is a standard action and doesn't provoke an attack of opportunity.
 
The form chosen must be one the ecclesiastic druid is familiar with. The ecclesiastic druid can use nature's avatar once per day.
 
 
 
At 14th level, an ecclesiastic druid can use nature avatar to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the ecclesiastic druid's nature avatar now functions as ''elemental body III''. When taking the form of a plant, the ecclesiastic druid's nature avatar now functions as ''plant shape II''. The ecclesiastic druid can now use nature's avatar twice per day.
 
 
 
At 18th level, an ecclesiastic druid can use nature avatar to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the ecclesiastic druid's nature avatar now functions as ''elemental body IV''. When taking the form of a plant, the ecclesiastic druid's nature avatar now functions as ''plant shape III''. The ecclesiastic druid can use nature's avatar three times per day.
 
 
 
At 20th level, the ecclesiastic druid can use the nature avatar ability any number of times per day.
 
 
 
This replaces the bonus feat at level 11, 15, and 19.
 
 
 
=== Venom Immunity (Ex) ===
 
At 12th level, an ecclesiastic druid gains immunity to all poisons. This replaces the manifestation ability gained at level 13.
 
 
 
=== Timeless Body (Ex) ===
 
After attaining 17th level, an ecclesiastic druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the ecclesiastic druid still dies of old age when her time is up. This replaces the manifestation ability gained at level 17.
 
  
== Table: Ecclesiastic Druid ==
+
This is a modification of the spells class feature and also replaces domains.
{| class="wikitable"
 
|rowspan=2| ''' Level'''||rowspan=2| ''' Base Attack Bonus'''||rowspan=2| ''' Fort Save'''||rowspan=2| ''' Ref Save'''||rowspan=2| ''' Will Save'''||rowspan=2| ''' Special'''||colspan=10|'''Spells per Day'''
 
|-
 
||0 ||| 1st ||| 2nd ||| 3rd ||| 4th ||| 5th ||| 6th ||| 7th ||| 8th ||| 9th
 
|-
 
||1st ||| +0 ||| +0 ||| +0 ||| +2 |||  Orisons, wild empathy ||| 3 ||| 1+1 |||  —  |||  —  |||  —  |||  —  |||  —  |||  —  |||  —  |||  —
 
|-
 
||2nd ||| +1 ||| +0 ||| +0 ||| +3 ||| Nature sense ||| 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 ||| Woodland stride ||| 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 ||| Trackless step  ||| 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 ||| Nature Avatar  ||| 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 |||  Venom immunity  ||| 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 |||  Nature Avatar (Large elemental or plant)  ||| 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 ||| Timeless body    ||| 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 ||| Nature Avatar (Huge elemental or plant)  ||| 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 |||  Nature Avatar (unlimited uses)  ||| 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, an ecclesiastic druid 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 ecclesiastic druid 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 ==
 
== Summary of Changed Class Abilities ==
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* Class Skills
 
* Class Skills
* Armor Proficiency
 
 
* Spells
 
* Spells
 +
* Bonus Languages
 
* Domains
 
* Domains
* Channel Spells
 
* Advanced Spells
 
* Bonus Feats (All)
 
* Manifestations (All)
 
 
<!-- OGL -->
 
<!-- OGL -->
 
<noinclude>{{OGL}}</noinclude>
 
<noinclude>{{OGL}}</noinclude>

Latest revision as of 10:54, 10 April 2016

ApathApath Logo
Unofficial rules compendium

An ecclesiastic druid is the ultimate merge of cleric and druid power. He comes from a druidic faith that has developed into an advanced religion with formal theology. Druid sacerdotes are common among civilized forest creatures such as elves and kitsune.

Class Information

This is a sacerdote archetype.

Hit Dice: d6.

Class Abilities

This archetype has all normal class abilities, except as noted.

Class Skills

The class skills of an ecclesiastic druid are: Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Natrure) (Int), Knowledge (Religion) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Spellcraft (Int), and Swim (Str).

Bonus Languages

An ecclesiastic druid'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.

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

Spells

An ecclesiastic druid casts druid spells instead of domain spells. Instead of the domains a sacerdote selects, the ecclesiastic druid prepares druid spells in these spell slots.

This is a modification of the spells class feature and also replaces domains.

Summary of Changed Class Abilities

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

  • Class Skills
  • Spells
  • Bonus Languages
  • Domains
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