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ArchDruid


The Archdruid is the epitome of the defender of nature and the most senior and respected of druids. In any world, the Archdruid circle commands unparalleled responsibility and influence in druidic councils. An Archdruid’s skill and power with natural magics are unparalleled and immense although he forsakes some of his progression in shapeshifting to achieve it.

Table: The Archdruid

Level Special Spells
1st Natural Vision, Natural Companion +1 lvl
2nd Archmagic +1 lvl
3rd Natural Power +1 lvl
4th Archmagic +1 lvl
5th Natural Guardian +1 lvl

Requirements: To qualify to become an Archdruid, a character must fulfil all of the following criteria

Skills Knowledge (Nature) 25 ranks, Spellcraft 25 ranks
Feats Epic Spellcasting
Spells Ability to cast 9th level druidic spells
Special Gain approval of all Archdruids

Information:

Hit Die d8
Skill Points 2+ Int modifier
Class Skills Concentration (Con), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Spellcraft (Int), Survival (Wis)


Class Features: All of the following are Class Features of the Archdruid prestige class.

Proficiency
The Archdruid gains no additional proficiency with any weapon or armour.

Spellcasting
At every Archdruid level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming an Archdruid, the player must decide to which class to add the new level for the purpose of determining spells per day.

Natural Companion
The Archdruid’s class level is added to the Druid’s for the purposes of the strength of his Animal Companion. Further, the Archdruid can choose to summon a small (2HD) elemental (air, earth, water or fire) as  an animal companion with a -1 level penalty. This grows in size and power as normal based on the number of HD it gains from the Archdruid as an animal companion.

Natural Vision (Su)
An Archdruid attunes his mind to the rhythms of natural power and gains a broadening of his vision as a result. As a reflexive action, he can choose to activate this power. While it is active, he can see the auras of the elements, the living and the undead up to 120ft away. This includes demons and celestials but specifically excludes constructs. The Archdruid can see all auras within this range and they do not obscure each other but he cannot see through objects that he cannot  see (e.g. worked stone, metal or wood).

Archmagic
At 2nd and 4th level, the Archdruid gains knowledge of an epic spell without paying the normal xp or gp cost for it.

Natural Power (Su)
At 3rd level, 3/day and while in natural surroundings, the Archdruid can choose to affect any spell by a metamagic feat he knows at the time of casting without increasing the level of the spell cast.

Natural Guardian(Su)
From 5th level, the Archdruid can step into a tree and travel using it (as the spell Tree Stride) at will and as a move-equivalent action. For one round after he has left a tree, a portion of its resilience sticks to him and he gains a +5 natural armour bonus. An Archdruid’s animal companion can accompany him although he cannot take anyone else with him using this ability.


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Edited September 15, 2011 10:48 pm (diff)
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