Grand Druid

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Nature is a harsh mistress, granting power to some as a part of their respect for its place in the world. The path of a druid is one of even meditation and guidance. A grand druid denies the uniformity of nature, seeking power through a closer connection and bond with a smaller part of nature at the expense of the whole. Their deep connections lead them to become leaders for other druids, and they gather in councils of mutual respect, if also of opposition. Grand druids lose touch of the world of animals and plants early on in their spiritual journey, seeking something purer and deeper. As they reach into themselves, they find a part of themselves which is of a distilled part of nature. This element then begins to purify them as a part of itself, changing them and their powers. Grand druids are part of the higher echelons of druidic society. Respected in the appropriate fey court, able to attend druidic councils and often controlling their own grove, they are found most often tending to their followers. While still searching for a grove to rule, they make formidable opponents with their unrivalled power over an element, and an incredibly powerful elemental form to destroy opponents.

Hit Dice: d6


Class: Must be a druid, ranger or other appropriate class.

Skills: Knowledge (Nature) specialisation.

Spells: Must be able to cast 3rd level nature spells.

Special: Must have displayed a strong association with an element, or with creatures of an element.

Class Skills

The grand druid's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Listen (Wis), Profession (Wis) Spellcraft (Wis), Spot (Wis), Survival (Wis) and Swim (Str) (except Fire Element types). See chapter 4 of the Player's Handbook for skill descriptions. Skill points at each level: 4 + Int modifier.

Class Features

All of the following are class features of the grand druid prestige class. Weapon and Armor proficiency: Grand druids do not gain proficiency with any weapons. They do not gain proficiency with any armor or shields. Spells per Day/Spells Known: A grand druid advances in spellcasting ability as well as learning class skills. The character gains new spells per day as if he had also gained a level in druid or ranger.

Elemental Immunity: A grand druid gains immunity to normal exposure to the element devoted to at 1st level, with the strength increasing at levels 3(intense), 6(magical) and 9(elemental). At these times, they also gain immunity to certain effects and spells. For ease of use, the four elements will have their effects specified - a grand druid of ooze could exist, but would have to have powers worked out on a case-by-case basis. In addition, quasielemental grand druids are vanishingly rare.

Earth: Immunity to Acid damage.

3rd: Immunity to Poison.

6th: Immunity to Disease.

9th: Immunity to Disintegration.

Air: Immunity to Lightning damage.

3rd: Immunity to Slow.

6th: Immunity to Suffocation from lack of air (vacuum, dust, sand, grain).

9th: Immunity to Hold Person (or similar).

Fire: Immunity to Fire damage.

3rd: Immunity to Smoke.

6th: Immunity to Gust of Wind (including strong natural winds).

9th: Immunity to Shadow Conjurations.

Water: Immunity to Cold damage.

3rd: Immunity to Drowning.

6th: Immunity to Shackles, Ropes and Glues.

9th: Immunity to Horrid Wilting.

Elemental Aura: A grand druid gains an aura of the appropriate element surrounding them which inflicts 1 point per level of subdual damage to anyone within 5 feet at 1st level. This expands to 10 and 15 feet at 5th and 10th level. This aura may be suppressed as a free action.

Elemental Trade: At 2nd, 5th and 8th level, a grand druid can trade in a previous daily use of Wild Shape to gain an additional use of an appropriate elemental form. If the grand druid cannot already use an elemental form, they gain it as below.

Elemental Form: At 4th and 7th level, a grand druid gains the ability to use an elemental form identical to that of a 16th level druid, save only of the appropriate element, an extra time each day.

Fast healing: At 10th level, a grand druid gains fast healing 1 when in an intense or greater appropriate elemental area. The grand druid's aura counts as an intense area for this purpose.

Vortex Control (Elemental): At 10th level, a grand druid gains the feat Vortex Control for the appropriate element.

Class Details

Levels: 10

Base Attack Bonus: Bad.

Fort/Ref/Will: Bad/Bad/Good.

Each level of Grand Druid grants +1 to the spellcasting level of a nature class.