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034. Warcraft The Roleplaying Game - Heroes - Classes of Warcraft - Druid of the Wild
Druid of the Wild
Description: Druids of the wild are tied to the living aspects of nature - flora and fauna. They do not dabble in elemental forces; such powers are the purview of shamans. A druid of the wild grows such a strong affinity with nature that she may assume the form of animals and even supernatural beasts.
Traditionnaly, druids chose the path of a specific animal totem, becoming either druids of the claw or druids of the talon. Indeed, legends suggest that there were even more orders of druid than these two. After the Legion's invasion, the druids began to use the powers of all totems, combining their strengths against their enemies and becoming the druids of the wild.
A druid of the wild turns away from nature or changes to a prohibited alignment loses all spells and druidic abilities and cannot gain levels in druid of the wild until she atones.
Hit Die: d8.
Requirements
Race: Night elf and tauren only.
Alignment: Any non-evil.
Affiliation: Any.
Skills: Knowledge (nature) 5 ranks, Survival 5 ranks.
Spellcasting: Able to cast 3rd-level divine spells.
Class Skills
The druid of the wild's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Profession (Wis), Survival (Wis), and Swim (Str), See Chapter 4: Skills in the PHB for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class features
Weapon and Armor Proficiency: Druids of the wild are proficient with all simple weapons, small martial melee weapons, shortbow, and longbow. They are also proficient with all natural attacks (unarmed strike, claw, bite, and so forth), regardless of the forms they assume (see wild shape, below). They are proficient with light and medium armors, but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones.
A druid of the wild who wears prohibited armor or wields a prohibited weapon is unable to use any of her supernatural or spell-like powers while doing so and for 24 hours thereafter. (Note: A druid of the wild can use wooden items that have been altered by the ironwood spell so that they function as though they were steel.)
Spells: Druids of the wild continue to advance in spellcasting ability. When a new druid of the wild level is gained, the character gains new spells per day as if she had also gained a level in a divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit of a character of that class (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). In other words, she adds her druid of the wild level to the level of her original divine spellcasting class purely to determine spells per day and caster level.
Healer is the core divine spellcasting class in the Warcraft RPG. If the druid of the wild prestige class is used outside the Warcraft RPG, it could apply to clerics, druids, paladins, and rangers.
A druid of the wild casts divine spells and may prepare and cast any spell on the druid of the wild and healer spell lists, provided she can cast spells of that level. She prepares and casts spells the way a healer does (see above).
Spontaneous Casting: A druid of the wild can channel stored spell energy into summoning spells that she has not prepared ahead of time. The druid of the wild can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
A druid of the wild may still use spontaneous casting from her core class, but only for spell levels gained through that class. A 7th-level healer/8th-level druid of the wild can cast 8th level spells, but she may only spontaneously cast cure spells of up to 4th-level (the highest caster level available to a 7th-level healer).
Green Sleep (Ex): When the night elves were charged with guarding the Well of Eternity in ancient times, part of the price for their access to nature was that druids of the wild would spend much of their time in the Emerald Dream. As a result, all druids of the wild would spend much of their souls into this extraplanar realm, thus entering a state of hibernation. See Chapter Five, "The Universe Beyond," for specifics on the Emerald Dream.
A druid of the wild can enter this state of hibernation and send her soul into the Emerald Dream at will. While in hibernation, her body requires no food, water, or air. She cannot, however, emerge from hibernation without someone to awaken her.
Wild Shape (Su): At 1st level, a druid of the wild gains the ability to turn herself into a storm crow and back again once per day. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per class level, or until the druid of the wild changes back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity.
A druid of the wild loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make. She can, however, communicate with other animals of the same general grouping as her new form.
A druid of the wild can use this ability more times per day at 3rd, 5th, 7th, and 9th level, as noted on Table 2-5: The Druid of the Wild (Drw). In addition, the druid of the wild may assume the shape of a stag at 3rd level, a nightsaber panther at 5th level, a dire bear at 7th level, and/or a treant at 9th level.
Woodland Stride (Ex): At 1st level, a druid of the wild 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 enchanted or magically manipulated to impede motion still affect her, however.
Nature Sense (Ex): At 2nd level, a druid of the wild gains a +2 bonus on Knowledge (nature) and Survival checks.
Trackless Step (Ex): At 3rd level, a druid of the wild leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Venom Immunity (Ex): At 5th level, a druid of the wild gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.
Timeless Body (Ex): After attaining 7th level, a druid of the wild no longer takes ability score penalties for aging (PHB, Table 6-5: Aging Effects) and cannot be magically aged. Any penalties she may have already incurred remain in place, however. Bonuses still accrue, and the druid of the wild still dies of old age when her time is up. Time spent in green sleep does not count toward aging.
Dreamwalking (Sp): At 10th level, the druid of the wild may enter the Emerald Dream once per day, provided she is in a natural area such as a forest or a desert. This ability does not work in cities or blighted areas. Travel to and from the Emerald Dream functions as per plane shift. See Chapter Five, "The Universe Beyond," for specifics on the Emerald Dream.
Druid of the Wild Spell List
Druids of the wild choose their spell from a list geared toward plants and nature. The druid of the wild may also choose spells from the healer spell list (see above).
0 level - flare, know direction.
1st level - calm animals, charm animals, detect animals or plants, detect snares and pits, entangle, faerie fire, goodberry, hide from animals, magic fang, obscuring mist, pass without trace, roar*, shillelagh, speak with animals, summon nature's ally I.
2nd level - animal messenger, animal trance, barkskin, delay poison, hold animal, reduce animal, spider climb, summon nature's ally II, summon swarm, tree shape, warp wood, wood shape.
3rd level - diminish plants, dominate animal, greater magic fang, neutralize poison, plant growth, poison, remove disease, thorn shield*, snare, speak with plants, spike growth, summon nature's ally III.
4th level - antiplant shell, blight, command plants, flame strike, freedom of movement, giant vermin, repel vermin, summon nature's ally IV.
5th level - animal growth, awaken, baleful polymorph, commune with nature, insect plague, summon nature's ally V, tree stride, wall of thorns.
6th level - antilife shell, find the path, force of nature*, ironwood, liveoak, repel wood, spellstaff, summon nature's ally VI, transport via plants.
7th level - animate plants, changestaff, creeping doom, summon nature's ally VII, sunbeam, transmute metal to wood.
8th level - animal shapes, greater force of nature*, control plants, summon nature's ally VIII, whirlwind.
9th level - shambler, shapechange, summon nature's ally IX.
Wild Shape Benefits
Storm Crow: SZ M animal; Init +3 (Dex); Spd 10 ft., fly 60 ft. (average); AC 15 (+3 Dex, +2 natural); Atk bite melee, claw melee (1d6 bite, 1d4 claw); Face/Reach 5 ft. by 5 ft./5 ft.; Str 10, Dex 17, Con 12.
Stag: SZ L animal; Init +1 (Dex); Spd 50 ft.; AC 14 (-1 size, +1 Dex, +4 natural); Atk 2 hooves melee, gore melee, or bite melee (1d6+6 hoof, 1d8+9 gore, 1d4+3 bite); Face/Reach 5 ft. by 10 ft./5 ft.; Str 22, Dex 13, Con 17.
Nightsaber Panther: SZ L animal; Init +3 (Dex); Spd 40 ft.; AC 15 (-1 size, +3 Dex, +3 natural); Atk 2 claws melee, bite melee (1d4+5 claws, 1d8+2 bite); Face/Reach 5 ft. by 10 ft./5 ft.; Str 21, Dex 17, Con 15.
Dire Bear: SZ H animal; Init +1 (Dex); Spd 40 ft.; AC 16 (-2 size, +1 Dex, +7 natural); Atk 2 claws melee, bite melee (2d4+10 claw, 2d8+5 bite); Face/Reach 10 ft. by 20 ft./10 ft.; Str 31, Dex 13, Con 19.
Treant: SZ H plant; Init -1 (Dex); Spd 30 ft.; AC 20 (-2 size, -1 Dex, +13 natural); Atk Melee 2 slams (2d6+9 slam); Face/Reach 10 ft. by 10 ft./15 ft.; Str 29, Dex 8, Con 21.
Note: The above statistics are tailored for use by a druid of the wild when in wild shape.
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