Ecclesiastic Druid (Apath)

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Unofficial rules compendium
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An ecclesiastic druids is the ultimate merge of cleric and druid power.

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 (any) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), 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.

This replaces advanced somatics.

Bonus Languages

An ecclesiastic druid's bonus language options include Sylvan, the language of woodland creatures as well as Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). This choice is in addition to the bonus languages available to the character because of her 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 theurge's bonus languages.

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 eccesiastic 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.

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

Example: A third level ecclesiastic druid with a Wisdom 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.

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.

Woodland Stride (Ex)

Starting at 2nd 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.

Resist Nature's Lure (Ex)

Starting at 3rd 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.

Trackless Step (Ex)

Starting at 6th level, an ecclesiastic druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Venom Immunity (Ex)

At 10th level, an ecclesiastic druid gains immunity to all poisons.

Table: Ecclesiastic Druid

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 Channel spells, orisons, wild empathy 3 1+1 — — — — — — — —
2nd +1 +0 +0 +3 Woodland stride 4 2+2 — — — — — — — —
3rd +1 +1 +1 +3 Resist nature's lure 4 2+2 1+1 — — — — — — —
4th +2 +1 +1 +4 Bonus feat 5 3+3 2+2 — — — — — — —
5th +2 +1 +1 +4 5 3+3 2+2 1+1 — — — — — —
6th +3 +2 +2 +5 Trackless step 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 Bonus feat 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 Venom immunity 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 Bonus feat 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 Bonus feat 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 Bonus feat 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

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

  • Armor Proficiency
  • Spells
  • Domains
  • Channel Energy
  • Advanced Somatics
  • Class Skills