Moon druid
A Moon druid is a druid of Ruornil. Ruornil is not only the god of magic, but also god of the moon, premier opponent of the encroachment of the Shadow, and guardian of mystical places. While the whole forest is sacred to Erik, certain places merit special attention for Ruornil.
See Also: Elton Robb's Druid of Ruornil
[top]Druid of Ruornil
Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells the druid can cast per day, and how hard those spells are to resist. To cast a spell, a druid must have a Wisdom score of 10 + the spell's level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier.
Since a druid of Ruornil wears no armor, a high Dexterity ability improves her defensive ability.
Alignment: Any Neutral.
Hit Die: d8.
Since a druid of Ruornil wears no armor, a high Dexterity ability improves her defensive ability.
Alignment: Any Neutral.
Hit Die: d8.
[top]Class Skills
The Moon druid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +0 | +0 | +0 | +2 | Wild Empathy, Nature Sense, Summon familiar, Arcane Aptitude | 2 | 1 | ? | ? | ? | ? | ? | ? | ? | ? |
2nd | +1 | +0 | +0 | +3 | Woodland Stride | 2 | 2 | ? | ? | ? | ? | ? | ? | ? | ? |
3rd | +1 | +1 | +1 | +3 | Trackless Step, Detect Undead | 3 | 2 | 1 | ? | ? | ? | ? | ? | ? | ? |
4th | +2 | +1 | +1 | +4 | Resist Nature's Lure | 3 | 3 | 2 | ? | ? | ? | ? | ? | ? | ? |
5th | +2 | +1 | +1 | +4 | Bonus Feat | 3 | 3 | 2 | 1 | ? | ? | ? | ? | ? | ? |
6th | +3 | +2 | +2 | +5 | Wild Shape (1/day) | 3 | 3 | 2 | 2 | ? | ? | ? | ? | ? | ? |
7th | +3 | +2 | +2 | +5 | Detect Necromancy | 4 | 3 | 3 | 2 | 1 | ? | ? | ? | ? | ? |
8th | +4 | +2 | +2 | +6 | Wild Shape (2/day) | 4 | 3 | 3 | 2 | 2 | ? | ? | ? | ? | ? |
9th | +4 | +3 | +3 | +6 | Tree Stride, By the Light of the Moon | 4 | 4 | 3 | 3 | 2 | 1 | ? | ? | ? | ? |
10th | +5 | +3 | +3 | +7 | Wild Shape (3/day) | 4 | 4 | 3 | 3 | 2 | 2 | ? | ? | ? | ? |
11th | +5 | +3 | +3 | +7 | Venom Immunity | 4 | 4 | 4 | 3 | 3 | 2 | 1 | ? | ? | ? |
12th | +6/+1 | +4 | +4 | +8 | Wild Shape (Large) | 4 | 4 | 4 | 3 | 3 | 2 | 2 | ? | ? | ? |
13th | +6/+1 | +4 | +4 | +8 | Turn Undead (+1/day) | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | ? | ? |
14th | +7/+2 | +4 | +4 | +9 | Wild Shape (Tiny) | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | ? | ? |
15th | +7/+2 | +5 | +5 | +9 | Timeless Body | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | ? |
16th | +8/+3 | +5 | +5 | +10 | Greater Tree Stride | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 | ? |
17th | +8/+3 | +5 | +5 | +10 | True Source Intuition | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
18th | +9/+4 | +6 | +6 | +11 | Wild Shape (dire) | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 2 |
19th | +9/+4 | +6 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |
20th | +10/+5 | +6 | +6 | +12 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 |
[top]Class Features
All of the following are class features of the Moon druid.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: dagger, quarterstaff, sling, spear, shortspear, short sword. Their rigourous outdoor life combined with their dedication to study and reflection prevent them from developing any proficiency with armors. Additionally, because spellcasters have a hard time making complicated gestures that arcane spells require, druids of Ruornil tend to shun armor. The class bonus to AC for druids of Ruornil is +0.
Favored Class: Druids of Ruornil do not suffer any experience point penalty for multi-classing as a wizard or sorcerer, even when the levels of each class are unbalanced.
Chaotic and Lawful Spells: A druid cannot cast spells of an alignment opposed to her own.
Bonus Languages: Druids of Ruornil know the Druidic language. This secret language is known only to druids, and druids are forbidden from teaching it to non-druids. Druids of Ruornil may alternately select Basarji, the ancient language still used by wizards.
Wild Empathy (Ex): A 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 druid rolls 1d20 and adds her 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 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.
A 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.
Arcane Aptitude: Druids of Ruornil can learn three arcane spells at each spell level in addition to their normal spell list.
Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Familiar: A druid can summon a familiar in exactly the same manner as a sorcerer.
Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or impairment. However, thorns, briars, overgrown areas that are magically manipulated to to impede motion still effect the druid.
Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.
Detect Undead: Starting at 3rd level, a druid begins to sense the flow of awnmebhaighl, and so the druid can sense the connections to the Shadow World that animate undead creatures. This power functions like the spell of the same name.
Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites).
Bonus Feat: At 5th level, a druid of Ruornil gains a bonus feat. This feat must be a metamagic feat or an item creation feat.
Wild Shape: At 6th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal and back again once per day. This power is the same as the standard druid power described in the Players Handbook. The druid of Ruornil can use this ability more times per day at 8th and 10th levels. The druid gains the ability to take the shape of a Large animal at 12th level, a Tiny animal at 14th level. At 18th level or higher, she can take the form of a dire animal.
Detect Necromancy: Starting at 7th level, a druid of Ruornil gains the ability to detect necromantic
magic. This spell functions just like the spell Detect Magic, except that only Necromancy spells and
spell-like effects are detected.
Tree Stride: At 8th level, a druid of Ruornil gains the ability to Tree Stride just like the spell of the same name. This power can be used once per day.
By the Light of the Moon: At 9th level, Ruornil's druids add a +2 to the Difficulty Class for all saving throws against spells cast in natural settings while the moon is present in the sky.
Venom Immunity: At 11th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral or gas poisons.
Turn Undead: At 13th level, a druid of Ruornil gains a limited ability to turn undead like a cleric. If the druid has no ability to turn undead from another class, she is able to turn undead like a cleric once per day. If she does have the ability to turn undead from another class, she can employ that ability one additional time per day.
Timeless Body: After achieving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Greater Tree Stride: At 16th level, a druid gains the ability to Tree Stride three times per day.
True Source Intuition: At 17th level, a druid of Ruornil gains the ability to intuit the exact location of all the sources in the province they are in by traveling to them. Normally, sorcerers and druids who control a province feel a gentle tug inside their minds guiding them towards source manifestations. Druids of of Ruornil who gain this power need have no connection with the land or control any holdings to find sources in the province with ease.
Spell List of Druids of Ruornil
Weapon and Armor Proficiency: Druids are proficient with the following weapons: dagger, quarterstaff, sling, spear, shortspear, short sword. Their rigourous outdoor life combined with their dedication to study and reflection prevent them from developing any proficiency with armors. Additionally, because spellcasters have a hard time making complicated gestures that arcane spells require, druids of Ruornil tend to shun armor. The class bonus to AC for druids of Ruornil is +0.
Favored Class: Druids of Ruornil do not suffer any experience point penalty for multi-classing as a wizard or sorcerer, even when the levels of each class are unbalanced.
Chaotic and Lawful Spells: A druid cannot cast spells of an alignment opposed to her own.
Bonus Languages: Druids of Ruornil know the Druidic language. This secret language is known only to druids, and druids are forbidden from teaching it to non-druids. Druids of Ruornil may alternately select Basarji, the ancient language still used by wizards.
Wild Empathy (Ex): A 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 druid rolls 1d20 and adds her 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 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.
A 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.
Arcane Aptitude: Druids of Ruornil can learn three arcane spells at each spell level in addition to their normal spell list.
Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Familiar: A druid can summon a familiar in exactly the same manner as a sorcerer.
Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or impairment. However, thorns, briars, overgrown areas that are magically manipulated to to impede motion still effect the druid.
Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.
Detect Undead: Starting at 3rd level, a druid begins to sense the flow of awnmebhaighl, and so the druid can sense the connections to the Shadow World that animate undead creatures. This power functions like the spell of the same name.
Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites).
Bonus Feat: At 5th level, a druid of Ruornil gains a bonus feat. This feat must be a metamagic feat or an item creation feat.
Wild Shape: At 6th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal and back again once per day. This power is the same as the standard druid power described in the Players Handbook. The druid of Ruornil can use this ability more times per day at 8th and 10th levels. The druid gains the ability to take the shape of a Large animal at 12th level, a Tiny animal at 14th level. At 18th level or higher, she can take the form of a dire animal.
Detect Necromancy: Starting at 7th level, a druid of Ruornil gains the ability to detect necromantic
magic. This spell functions just like the spell Detect Magic, except that only Necromancy spells and
spell-like effects are detected.
Tree Stride: At 8th level, a druid of Ruornil gains the ability to Tree Stride just like the spell of the same name. This power can be used once per day.
By the Light of the Moon: At 9th level, Ruornil's druids add a +2 to the Difficulty Class for all saving throws against spells cast in natural settings while the moon is present in the sky.
Venom Immunity: At 11th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral or gas poisons.
Turn Undead: At 13th level, a druid of Ruornil gains a limited ability to turn undead like a cleric. If the druid has no ability to turn undead from another class, she is able to turn undead like a cleric once per day. If she does have the ability to turn undead from another class, she can employ that ability one additional time per day.
Timeless Body: After achieving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Greater Tree Stride: At 16th level, a druid gains the ability to Tree Stride three times per day.
True Source Intuition: At 17th level, a druid of Ruornil gains the ability to intuit the exact location of all the sources in the province they are in by traveling to them. Normally, sorcerers and druids who control a province feel a gentle tug inside their minds guiding them towards source manifestations. Druids of of Ruornil who gain this power need have no connection with the land or control any holdings to find sources in the province with ease.
Spell List of Druids of Ruornil
- 0 Level - Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue
- 1st Level - Animal Friendship, Animal Tongue, Burial Blessing, Calm Animals, Create Water, Cure Light Wounds, Detect Animals or Plants, Detect Evil, Detect Snares and Pits, Detect Undead, Endure Elements, Entangle, Faerie Fire, Flare, Goodberry, Invisibility to Animals, Magic Fang, Magic Stone, Moonbeam, Obscuring Mist, Pass without Trace, Protection from Evil, Shillelagh, Summon Nature's Ally I
- 2nd Level - Animal Messenger, Animal Trance, Barkskin, Beastmask, Brambles, Briar Web, Charm Person or Animal, Chill Metal, Consecrate, Delay Poison, Fire Trap, Flaming Sphere, Fog Cloud, Heat Metal, Hold Animal, Lessor Restoration, Resist Elements, Speak With Animals, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape
- 3rd Level - Beast Claws, Call Lightning, Continual Flame, Cure Moderate , Wounds, Daylight, Diminish Plants, Dispel Magic, Dominate Animal, Flashburst, Greater Magic Fang, Magic Circle Against Evil, Moon Blade, Negative Energy Protection, Neutralize Poison, Plant Growth, Protection from Elements, Remove Disease, Searing Light, Snare, Soften Earth and Stone, Speak With Plants, Spike Growth, Summon Nature's Ally III, Water Breathing
- 4th Level - Antiplant Shell, Contagion, Control Plants, Fire Shield, Flame Strike, Freedom of Movement, Holy Smite, Quench, Reincarnate, Sleet Storm, Stone Shape
- 5th Level - Atonement, Awaken, Commune with Nature, Cure Critical Wounds, Death Ward, Dispel Evil, Greater Dispelling, Hallow, Repel Vermin, Tree Stride, Unhallow/Profane, Wall of Thorns
- 6th Level - Antilife Shell, Bolt of Glory, Find the Path, Fire Seeds, Healing Circle, Ironwood, Liveoak, Repel Wood, Spellstaff, Teleport via Plants
- 7th Level - Changestaff, Control Weather, Finger of Death, Greater Scrying, Harm, Heal, Holy Word, Sunbeam, True Seeing
- 8th Level - Command Plants, Holy Aura, Reverse Gravity, Sunburst, Word of Recall
- 9th Level - Antipathy, Elemental Swarm, Foresight, Mass Heal, Moonfire, Shambler, Shapechange, Sympathy
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