Verdant Druids?

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Anarch's picture
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Verdant Druids?

I'm writing up an NPC (partly for my campaign, partly for submission to this fantabulous site) and I've run into a problem: this character, though originally conceived as a druid, doesn't actually fit into the 3.x paradigm of "druidicness". Druids in D&D are representatives of nature as a whole; this character speaks only for the plants. As such, a number of the canon druidic powers are inappropriate and should be replaced by different skills, feats and (potentially) spells.

The question is this: should I write up a new base class -- and I'd want it to be a base class, not a prestige class -- to do this? Instead of hacking the druid class, should I make him a cleric with a single domain (Plant) and no god? Or should I just call him a druid anyway and then stat him completely differently (which is what I've done now)? I hadn't realized how confining the existing paradigms were so I'm somewhat at a loss.

edobrzel's picture
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Verdant Druids?

If it is for an NPC, I would either hack up the Druid or just have him be selective about what he takes, can do, etc. I don't see a ton of reason to make a whole new class for what is essentially a single persona. Now it still might be fun to do and share.

I think either a new base class or a variant on the existing Druid would work. It really depends on how much change you need. If you need to call out exceptions on every/most levels and/or you have so many exceptions to the spell list, you might as well make a new spell list. If you can do it in a short amount of space, do it. "Replace ability X with Y, remove Z, and only take spells with the Blah descriptor.." Unearthed Arcana has a bunch of variants on base classes. They are all done in about a paragraph of text.

Back to the Cleric vs Druid part. It really depends on whether he speaks for the plants, or with/from/through the plants. He could be a cleric and obtain spells through what is essentially a deity, but is not what we would typically ascribe to be a deity. Maybe the deity is really the pinnacle of an awakened plant. There are other options. If there can be entire demi-planes composed of sentient organisms, there can be the essense-of-plant-become-sentient.

I also don't think that only caring for plants really goes against being a druid. It isn't typical, but it is still being a protector and champion for an aspect of nature.

*shrug* IMHO, of course. Laughing out loud

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factotums
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Verdant Druids?

Quote:
Or should I just call him a druid anyway and then stat him completely differently (which is what I've done now)?

I say go with that. Some suggestions:

- Animal Companion: Give him a permanent speak with plants ability instead. Perhaps allow deeper interaction with plants than most people get, like let him affect a plant with a suggestion-like effect once per day?

- Wild Shape: Let him turn into plant creatures instead of animals. You'll need some non-core creatures if you want to keep the ability combat useful and versatile. On the other hand, plants get a lot of immunities, so there's something to be said for plant shape combat-wise also. At 12th level, when he would normally get wild shape (plants), give him transport via plants once per day.

- Spontaneous Casting: Instead of summon nature's ally, let him spontaneously substitute spells from the Plant domain at appropriate level. Alternatively, I used to have this chain of spells called "plant servant I through IX", kinda like the astral construct I-IX powers, only animating trees... but I no longer have access to it. If I find it, I'll upload it somewhere.

Otherwise, I'd say the class suits a plants-only concept.

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Verdant Druids?

"Nemui" wrote:
- Animal Companion: Give him a permanent speak with plants ability instead. Perhaps allow deeper interaction with plants than most people get, like let him affect a plant with a suggestion-like effect once per day?

I've got something like that in mind, yeah.

Quote:
- Wild Shape: Let him turn into plant creatures instead of animals. You'll need some non-core creatures if you want to keep the ability combat useful and versatile. On the other hand, plants get a lot of immunities, so there's something to be said for plant shape combat-wise also. At 12th level, when he would normally get wild shape (plants), give him transport via plants once per day.

In keeping with this character, I gave him something a little different. [To be revealed later tonight, dun dun dun!] I thought about it for while, but I found turning into plant creatures a little... wrong for this concept, something about the crossing of kingdoms that doesn't work for me. Plus, I'm keeping with relatively core stuff -- when I'm not just making crap up Eye-wink -- and there really aren't any good plant creatures (where "good" here means "fits the concept") in the MM.

Quote:
- Spontaneous Casting: Instead of summon nature's ally, let him spontaneously substitute spells from the Plant domain at appropriate level. Alternatively, I used to have this chain of spells called "plant servant I through IX", kinda like the astral construct I-IX powers, only animating trees... but I no longer have access to it. If I find it, I'll upload it somewhere.

That's a nifty idea. I used animate plant as a substitute, since it seems to be a hugely underpowered spell for its level. [I mean, I'm loathe to give a character access to a 7th level spell before 10th level, but sheesh... animate plants is friggin' *weak*. A 7th level spell summoning, what, a 5 HD creature? Blecch.] If I ultimately stat out the verdant druid class, I'd definitely consider that.

Incidentally, is it just me or do most of the Plant domain spells really suck? There are a veritable assload of great plant-themed spells, but the ones actually in the domain (especially the middle levels) are massively unthrilling.

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Verdant Druids?

"Anarch" wrote:
Incidentally, is it just me or do most of the Plant domain spells really suck? There are a veritable assload of great plant-themed spells, but the ones actually in the domain (especially the middle levels) are massively unthrilling.

What about the Animal Domain? I just looked at it, and most could be applicable. Take a look. Replace the Animal Shapes and change the disclaimer on the two Summon spells. You could justify the other spells as sort of "If I'm pro-plant, I'm anti-animal". Hold Animal prevents those pesky beavers from eating the precious trees! Eye-wink (You get my meaning.)

http://www.d20srd.org/srd/spellLists/clericDomains.htm#animalDomain

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Verdant Druids?

"Nemui" wrote:
- Wild Shape: Let him turn into plant creatures instead of animals. You'll need some non-core creatures if you want to keep the ability combat useful and versatile.

There's a wood-creature template in the Manual of the Planes and the Monster Manual III that allows you to create basically any kind of animate plant you need.

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factotums
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Verdant Druids?

On a semi-related note, how do you guys handle the entangle + razorvine combo? It never came up IMG, but i was thinking something like whachumacallit ... briar web, was it? Entangled, but also taking damage each round. I'd considered this when I was thinking about an urban gnome druid PC in the Cage, for a campaign that sadly never got of the ground.

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Verdant Druids?

"Nemui" wrote:
On a semi-related note, how do you guys handle the entangle + razorvine combo? It never came up IMG, but i was thinking something like whachumacallit ... briar web, was it? Entangled, but also taking damage each round. I'd considered this when I was thinking about an urban gnome druid PC in the Cage, for a campaign that sadly never got of the ground.

I'm glad you asked, because that's about to come up right about... oh... now. Eye-wink

Here's the NPC. There's an associated story with him but it took me long enough to stat him out that I'll put it up tomorrow; for now, I'm just looking for feedback on the crunch. God, I'm so retarded at 3.x mechanics...

----

Fury Of Trees

(planar / male githzerai / druid 9, monk 3 / CN)

Male humanoid (githzerai) Druid 9, Monk 3: CR 15; med humanoid (extraplanar); HD 12d8 + 21; hp 87; Init +5; Spd 40ft; AC 24 (+5 Dex, +6 Wis, +1 razorvine robes, +2 ring of protection); BAB +8/+1; Grp +8; Atk +16 (1d6+2 furious karach staff + spell-like effects); Full Atk +16/+9 (1d6+2 furious karach staff) or +14/+14/+9 (1d6+2 furious karach staff, flurry); SA furious karach staff attack, flurry of blows, weapon finesse (quarterstaff); SQ: Darkvision 60ft, monk AC bonus, evasion, greater plant empathy, rebuke plants, trackless step, venom immunity, resist nature's lure, woodland stride, karach damage reduction 1, spell resistance 10 v. necromantic and evocation spells; AL CN; SV Fort +12 Ref +12 Will +16; Str 11, Dex 20 (+5), Con 14 (+2), Int 12 (+1), Wis 22 (+6), Cha 12 (+1).

Skills: Control +17 (PSCS), Concentration +9, Heal +10, Hide +13, Knowledge (Limbo) +7 [incl synergy], Knowledge (Outlands) +7 [incl synergy], Knowledge (any other Outer Plane) +3 [synergy], Knowledge (Nature) +17, Listen +8, Move Silently +18, Planar Expertise +11 (PSCS), Spellcraft +5, Spot +8, Survival +16, Tumble +8. Speaks: Githzerai, Planar Trade and Druidic.

Feats: Combat Reflexes, Empower Plants (see below), Evasion, Flurry of Blows, Fury Of Trees (see below), Greater Plant Empathy (see below), Monk AC Bonus [included above], Nature Sense [included above], One With The Wild (PSCS), Stealthy [included above], Track, Trackless Step, Plant Empathy (see below), Rebuke Plants (6/day) (see below), Resist Nature's Lure, Restless Spirit (PSCS), Self-Sufficient [included above], Venom Immunity, Vinechild (see below), Weapon Finesse (quarterstaff) [see below], Weapon Focus & Proficiency (quarterstaff), Woodland Stride.
NB: Fury Of Trees does not possess general weapon proficiencies or any other feat or proficiency not explicitly listed here.

Special Feats:

Empower Plants (Ex): You get +1 effective caster level to all spells or spell-like abilities from the Plant domain.
Fury Of Trees (Sp): Gain entangle at will and animate plants 3/day.
Plant Empathy (Ex): Gain permanent speak with plants. Additionally, "wild plants" may be communicated with as per the druid special ability wild empathy.
Greater Plant Empathy (Ex): Gain +2 Charisma bonus on all checks involving creatures of the Plant type. This applies to the Rebuke Plants power if you possess that ability: you gain 2 additional rebukes per day and all checks have a +2 Charisma bonus. You may also command plants once/day as per the spell.
Rebuke Plants (Su): As per the Plant domain clerical power. This may be done 3 + Charisma bonus times per day.
Vinechild (Ex): You get +1 effective caster level to all spells and spell-like abilities affecting living plants (e.g. transport via plants), wood (e.g. warp wood), or fruit (e.g. goodberry).
Weapon Finesse (Ex): This feat extends to monk weapons provided the user is a monk and already possesses Weapon Focus in the relevant weapon.

Special Abilities (not already listed above):

Githzerai Psionic Powers (Sp): Standard Githzerai powers; use either the psionics version (combat prescience, far punch and feather fall 3/day and plane shift 1/day as 12th level psion; ego whip/mental barrier 3/day; Power Resistance 17) or the magical version (daze, featherfall and shatter 3/day and plane shift 1/day as 12th level sorcerer; Inertial armor (Sp) gives +4 armor bonus so long as they're conscious; Spell Resistance 17) as appropriate.
Flurry of Blows: Attack adjustment is -2; effects included above.
Monk Speed: Included above.
Spontaneous Casting: Caster may spontaneously switch any prepared druid spell for a spell in the Plant domain.
Place of Origin: Limbo, but also considered native to the Outlands. Don't ask.

Possessions: Furious karach staff (see below), razorvine robes (see below), ring of protection +2, boots of elvenkind [included above].

Furious karach staff: This karach staff may only be used by a character with Wisdom at least 14 and is treated as a magical weapon with an enhancement bonus of +1 for every two Wisdom bonus beyond +2, to a maximum enhancement bonus of +5. [Here, for example, Fury of Trees has a Wisdom bonus of +6, so the furious karach staff has an enhancement bonus of +2.] As a free action once a round the wielder may change the type of damage dealt by the weapon to piercing, slashing or bludgeoning. Additionally, anyone struck by the staff suffers one of the following effects at random: cause fear, color spray, doom, lesser confusion, produce flame, shocking grasp. The effect is cast at the level of wielder's Wisdom bonus [here 6th level.]

At the beginning of a round, the wielder also declare, as a free action, that the staff will be used as a reach attack. During this round, the staff can only be used to strike a single enemy in line of sight with the wielder at a range equal to the wielder's Control bonus (round down to the nearest 5') [here 15']. While engaged in a reach attack the wielder cannot use multiple attacks, flurries of blows, attacks of opportunity or in any other way attack more than the one time.

Razorvine robes: These robes are made of living razorvine magically bound to the wearer's will with karach thread. They may only be worn by druids or clerics of the Plant domain, and require a wisdom of 16 or higher. The wearer is considered unarmored. The robes give the wearer a +1 AC bonus, a +1 to all saving throws [both included above], and a spell resistance of 10 to all necromantic and evocation spells. As a free action once a round the wielder can choose piercing, slashing or bludgeoning damage and gain damage reduction 1 against that attack. Creatures grappling or grappled by the wearer take 1d6 + half the damage they inflict on the wearer every round they are grappling or grappled due to the razorvine's blades.

Any spells that specifically target the razorvine, the karach, or the robes in general (e.g. horrid wilting or heat metal) must first overcome a spell resistance of 15 to even affect them. The caster must then make an opposed check against the wearer using caster level + Control bonus. [Fury Of Trees' bonus is thus 9 (druid) + 17 = +26; use the highest appropriate caster level if there is a choice.] If the caster fails the spell takes effect as normal; if she succeeds, she may choose to either effect the usual result or have the robes disintegrate as per the spell.

Note that Fury Of Trees has no other possessions. In particular, he carries no potions, uses no ranged weapons, and has no money. Ever.

Druid spells prepared: (6/6/6/4/3/2; save DC 16 + spell level): 0 -- detect magic (x2), cure minor wounds (x2), purify food and drink, resistance; 1 -- cure light wounds (x2), detect animals or plants, faerie fire, obscuring mist (x2); 2 -- bull's strength, cat's grace, fog cloud, heat metal, warp wood, wood shape; 3 -- call lightning, spike growth, sleet storm, cure moderate wounds; 4 -- dispel magic, freedom of movement, rusting grasp; 5 -- tree stride, wall of thorns

ETA: This is his spell list in Sigil or other urban areas. He'd have a much more nature-oriented one in the wild.

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Verdant Druids?

And here's one of the two backstories to go with:

---

Jorad stopped to stoke the forge. It was cool outside tonight, the usual Lower Ward miasma giving way to a light brimstone-scented breeze. He stared thoughtfully at the iron in the fire, trying to lann its secrets by its color. Not time, yet. Elamnh had gone to bed already, the worthless good-for-nothing, so he would have to do all the work himself. A dwarf knows his standing with the gods by the children he rears, Jorad thought sourly, and I seem to be cursed among all men. He continued sketching the fine flutework he'd need to craft to win the business of Jeremo the Natterer; the sod might be barmy as a Bedlam mazerat but his jink was good and his eye for detail unparalleled. A contract with the Jester King would mean regular trade, an increase in reputation and maybe the chance to hire a sodding apprentice.

The breeze chilled further. Glancing outside, Jorad saw the makings of a thick mist, a real Xaosouper as the old'uns called it. Someone must've opened a portal to Minauros or Caina by mistake; these things happened in the Lower Ward, though not as often as in the old days. A Hardhead patrol outside called out the ninth watch, reassuring him that indeed all was well. He paid them no mind: the intricacy of the iron leaves was all he saw. How to hammer, how to twist, when to quench and when to strike; this was a job no mere apple-chaser could possibly hope to accomplish, especially not that hezrou Turmigont down on Brandy Lane. Humans had no business with stone or steel. Never mind the flashy filigree, customers who wanted true craftsmanship shunned Turmigont's "emporium" and eventually found their way to Jorad's Family Forge for quality goods at a reasonable price. And if he told himself that often enough, he might believe it.

A crackling from the furnace made him look up, triggering a deep sixth sense. It was time. Lifting the iron out of the fire, he placed it on the anvil with reverential care. Withoutthought, he lifted the hammer and began to strike. The clanging of the anvil was a holy knell, announcing to all that the master was at work. Sweat poured freely as he hammered the iron into its first shape. The work he was attempting was tricky, requiring a delicate balance between heat and cold; this was going to be a very long night.

The fog settled in, keeping him cool, allowing him to maintain his furious pounding. Slowly, painfully, the iron took shape. A delicate wrought iron fence in the shape of a dabus' head crowned with laurels, perfect for an entrance to a whimsical garden; the Jester King would surely find it to his fancy. Everything had to be precisely controlled to produce the craftsmanship required.

Now the tricky part, a move that Turmigont for all his airs would never have foreseen: a blast heating. But he had done his homework, he had prepared carefully, he had measured a thousand times before making a single cut and he exulted at the beauty of it all. This was work to make his forefathers proud. He placed the iron into the fire, stoke the forge again, and prepared to raise the furnace to a temperature far above what that cretin Turmigont could have known.

There was a man in the forge.

Startled, Jorad dropped his tools. "What in the Nine Hells do you want?" he swore. "Who are you?"

The man didn't speak. On closer inspection, he wasn't a man at all: one of them bloody gith. 'Zerai or 'yanki, Jorad didn't know enough to tell and didn't care enough to know.

And the same was true for this berk. "Get the pike out of my forge," he spat, "Or the Hardheads'll scrub you so hard you'll bleed blex for weeks."

The gith still didn't move. That was never a good sign. Beings that stood around not doing anything tended to be wild, unpredictable or just sodding dangerous. The metal-like staff didn't help; it melted and flowed in ways no metal should, and Jorad had spent his life working metal. The robes didn't help either. They were old, almost threadbare, with wicked looking blades poking haphazardly out of the fabric.

What really didn't help, though, was the burning lunacy in the gith's eyes. Jorad had seen Bleakers on the Grim Retreat with more sense in them than this slaad-dancer.

The fire sputtered, seeking fuel. Jorad smiled nervously at the gith and reached for the poker. Seeing no reaction, he stoked the fire once again. A hunk of wood sizzled and popped. Turning, Jorad saw the gith's eyes had narrowed.

Of a sudden, the gith spoke. "Do you hear that?" he said. The voice was high and cracked, like someone who has not spoken for many a year.

Jorad listened carefully, while watching the gith more carefully still. The Hardhead patrol was long past; the dankness of the fog muffled everything, made the Cage seem very far away. "No," he said.

Nothing happened.

Jorad waited, tense.

Still nothing happened.

Then something did.

A whispering sussurated outside. There was a horrible splintering and the walls of the forge began to crack. Razorvine thrust rapaciously through the holes, angry, buzzing like hornets, seeking the startled smith. The wall shattered. The fog drifted in like a cold blanket, muffling his shrieks. Outside, Jorad could see the harmless old oak that had stood across the way. It was no longer harmless. The vines gripped him tight, began to lacerate, began to squeeze.

The gith stood by him. Jorad hadn't even seen the barmy move. His vision darkened. He couldn't breathe. He tried to wish, to pray, to do anything, but the oak had him now and the pressure was excruciating. The world was far away now; soon it would be gone.

The gith leaned low.

"That," he said, "is the fury of trees."

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