Tied to the dark and stone, rather than the moon and forests, the under-druids draw power from the stone, and twist it to their needs.
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Prime Attribute: Wisdom and Constitution, both 13+ (a druid character gains a +5% experience bonus only if both their Wisdom and Constitution are 13 or higher.)
Hit Dice: 1d6/level (Gains 1 hp/level after 9th.)
Armor/Shield Permitted: Leather or bone armor and wooden shields only.
Weapons Permitted: Dagger, hammer, spear, sling, oil. Stone or stone-bladed weapons, if wielded by an under-druids may be treated as magical weapons.
Race: Any humanoids may become Under-druids.
Alignment - Any chaotic
Because of their disconnection from the world above, an under-druid does not require mistletoe as a spell/powers component. Instead, they utilize a variety of fungi, many of a hallucinogenic nature. In fact, they are likely addicted to them, resulting in a somewhat addled nature. However, this also increases their sensitivity to the currents of the world around them, and they may cast an augury (as per 3.5) once per day.
Under-druids gain a +2 saving throw bonus against petrification.
Under-druids share most elements of the druidic spell list, except as noted below:
They do not have access to any weather-related spells, and plant-centered spells are substituted with either fungus/oozes, or stone.
Level 1
- Detect Magic
- Detect Snares & Pits
- Faerie Fire
- Locate Animals
Predict Weather- Magic Stone (as per 3.5 spell)
- Purify Water
- Stone Fists (as per 3.5 spell)
- Call Stone (as per 3.5 spell)
- Create Water
- Cure Light Wounds
- Heat Metal
- Locate
PlantsFungus - Obscuring Mist
- Produce Flame
- Speak with Animals
Warp Wood
Call Lightning- Cure Disease
- Hold Animal
- Neutralize Poison
PlantFungal Growth- Protection Against
FirePetrification - Pyrotechnics
- Stone Shape (as per 3.5 spell)
- Water Breathing
- Animal Summoning I (summoned animals limited to subterranean types)
- Control Temperature 10-ft. Radius
- Cure Serious Wounds
- Dispel Magic
- Hallucinatory
ForestStones InsectVermin Plague (calls creeping, flying, scuttling mass of cave vermin)PlantStone Doorway (created passage through stone wall, only accessible by caster)- Produce Fire
Protection from Lightning- Speak with
PlantsFungus and Oozes (may communicate with fungus, as well as oozes/slimes/jellies up to under-druid's HD)
- Animal Growth
- Animal Summoning II
- Anti-
PlantFungal and Ooze Ward (Protects caster from fungal attacks, as well as oozes/slimes/jellies, 10' radius) - Commune with Nature
Control Winds- Hold
PlantFungus and Oozes - Transmute Rock to Mud
- Pass
plantwall (as 5th level MU spell) Sticks to SnakesStones to Spiders caster may turn as many as 2d6 normal stones into large (1HD) spiders (lethal poison, +2 save).- Wall of
FireStone (as per 3.5 spell)
- Animal Summoning III
- Anti-Animal Ward
- Conjuration of
FireEarth Elementals - Feeblemind
- Finger of Death
- Repel
WoodFungus and Oozes - Transport via
PlantsStones Weather SummoningStone to Flesh (as per 3.5 spell)
- Animate Rock
- Confusion
Conjuration of Earth ElementalsControl Weather- Creeping Doom
Fire StormMeteor storm (as 9th level MU spell)- Reincarnation
- Transmute Metal to
WoodEarth (transmutation of metal to soil in a 10x10 area
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