Necromancers of the Northwest - Druid Archetypes.Forest Guardian Press - Druid Archetypes.Ascension Games, LLC - Druid Archetypes.4 Winds Fantasy Gaming - Druid Archetypes.Scent (Ex) Detect opponents within 15+ feet by sense of smell. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Guard The animal stays in place and prevents others from approaching. SQ Attack Any Target, Defend, Fetch, Fighting, Guard Īttack Any Target The animal will attack any creature on command.ĭefend The animal will defend you.įetch The animal will get a specific object.įighting The animal has been trained to fight. Skills Climb +6, Fly +4, Intimidate +0, Stealth +10, Swim +6 Tricks Attack, Attack, Attack Any Target, Defend, Down, Fetch, Fighting, Guard, Stay Init +2 Senses Low-Light Vision, Scent Perception +1ĪC 15, touch 13, flat-footed 13. Wild Empathy +1 (Ex) Improve the atttitude of an animal, as if using Diplomacy.Ĭreated With Hero Lab® - try it for free at ! Tunnel Fighter +2 Initiative and +1 critical damage while underground. Stonecunning +4 +4 bonus to Perception vs unusual stonework. Stability +4 to avoid being bull rushed or tripped while standing. Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells. Slow and Steady Your base speed is never modified by encumbrance. Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet. Hatred +1 racial bonus to attacks against Orcs and Goblinoids. Hardy +2 racial bonus to Poison, Spells and Spell-Like effects. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. ![]() SQ Animal Companion Link (Ex), Greed, Hardy, Hatred, Share Spells with Companion (Ex), Slow and Steady, Spontaneous Casting, Stability, Stonecunning +4, Wild Empathy +1 (Ex)Ĭombat Gear Hide Shirt, Battleaxe, Sling, Bullets, Sling (10) Īnimal Companion Link (Ex) You have a link with your Animal Companion.ĭarkvision (60 feet) You can see in the dark (black and white vision only).ĭeep Guardian Any creature you conjure with a summon spell that has the earth subtype or a burrow speed gains a +1 morale bonus on attack rolls and a +1 enhancement bonus to Armor Class for the duration of the spell that summoned it.ĭefensive Training +4 dodge bonus to AC against monsters of the Giant type. Languages Common, Druidic, Dwarven, Giant Skills Acrobatics -1, Climb -2, Escape Artist -1, Fly -1, Handle Animal +4, Knowledge: Dungeoneering +7, Knowledge: Nature +5, Perception +6, Ride -1, Spellcraft +5, Stealth -1, Survival +8, Swim -2 Str 12, Dex 14, Con 14, Int 12, Wis 14, Cha 10įeats Druid Weapon Proficiencies, Improved Stonecunning (+4 armor, +2 Dex)ĭruid (Cave Druid) Spells Known (CL 1, 1 melee touch, 2 ranged touch):ġ (2/day) Calm Animals (DC 13), Magic FangĠ (at will) Create Water, Detect Magic, Stabilize Init +2 Senses Darkvision (60 feet) Perception +6ĪC 16, touch 12, flat-footed 14. the improved stonecunning would work well for traps/secret doors, the tunnel fighter trait boosts the hand-to-hand combat while underground, and the cave druid increases the potency of the summoned earth-subtype critters. Using the info in those supplements you could, depending on the campaign style, create a very versatile "cave druid" that's specialized for that environment, i.e. Note that I've used the APG and Dwarves of Golarian with this build (Standard point buy). Depending on the source material you've got a dwarven druid with the "Cave" archetype and animal companion would be ideal for underground adventures. This is a 1st level dwarven druid I whipped up.
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