Sunday, September 28, 2014

Druid

Here you may notice the influence that World of Warcraft had on the game.



The power and primal force of nature is an incredible tool, allowing you to find food or create it whenever you need, or even to track and hunt through the densest forests or the shifting desert sands. A Druid is deeply tied to the natural world, allowing them to gain the powers of plants and animals and even grant them the ability to change shape to suit their needs. Proud protectors defending the natural world.

Primary Stats: Dexterity (Feral), Strength (Guardian), Wisdom (Restoration)
Bonus to Skill Checks: Acrobatics, Athletics, Insight, Intimidate, Knowledge (Dungeoneering, Nature), Listen, Survival

Basic Abilities
Opening this talent tree grants you the following powers and abilities.

Wild Shape: You have a bestial shape that you can change into at will. It could be a bear, wolf, panther, or any other natural creature. You stay the same size, but can move slightly faster and gain a small boost to your best stat. You can instantly change into and out of your wild shape whenever you like. While in wild shape you have the natural weapons of the creature you change into.

Ecomancy: You have a natural bond with plants and can enhance them and bring out their best elements. You can use this to grow weeds to block a path, create thorny vines to bind an enemy, or more. You can even commune with certain plants to learn about the area around you and instinctively know what things are poisonous or not.

Mastery: Mastery is a measure of your overall power and ability in a given talent branch. Each rank raises your ability a bit higher, and grants you greater power and access to more abilities further down the line. You must purchase each rank in order. Each rank is explained in detail below.

Rank 1: Your powers are slightly enhanced. You gain an additional wild shape. This wild shape is a beast that is swift and allows you to travel more quickly. It grants you the equivalent of Engine Speed while you are in this shape. Again, the creature will be roughly your size, and though you can attack while in travel form, you are a bit weaker as this form is made for speed. 10 points.

Rank 2: Your powers are slightly enhanced. You gain an additional wild shape. This wild shape is a larger travel form, allowing you to the same benefits, but also allowing you to carry up to 2 medium sized passengers. 20 points.

Rank 3: Your powers are enhanced. You gain an additional wild shape. This wild shape allows for travel under water. You gain a +2 to Wisdom, Strength, or Dexterity. 30 points.

Rank 4: Your powers are greatly enhanced. You gain an additional wild shape. This wild shape allows you to fly, so it will be some form of natural flying creature such as an eagle or bat. Again, you are made to move and will not fight as well while in this shape. 40 points.

Rank 5: Your powers are greatly enhanced. You gain an additional wild shape. This wild shape is another flying travel form, but can be large enough to carry up to 3 medium sized creatures. You gain a +3 to Wisdom, Strength, or Dexterity. 50 points.

Natural Step: You can teleport short distances. You require line of sight. You cannot take others with you. 15 points.

Dual Cast: Many spells require you to channel energy through your hands, guiding the magic. You now have the ability to cast two separate spells from each hand, or use your hands together to cast the same spell making it a bigger spell with different and more powerful effects. This kind of spell casting requires a great deal of energy and can drain you very quickly. Requires Mastery Rank 1 and 15 points.

Soul of the Forest: Your ecomancing ability is greatly enhanced, allowing you to reach out to plants at greater distances and enhancing them more and with greater effect. You could have a tree grow and live for a short time in a desert wasteland, or even, if you are very very good, entangle a whole army in massive, thick, thorny roots. This also enhances any healing abilities you may have and allows you to heal minor to moderate wounds. Requires Mastery Rank 1 and 15 points.

Force of Nature: You can summon natural elementals, such as ents, nymphs, and dryads to aid you. They come from the ether, teleporting directly to you in varying numbers that depend on your Wisdom. They have their own magic and will aid you in any way they are able for a short time before fading back to the Feywild. Requires Mastery Rank 2 and 20 points.

Dire Shape: Your wild shape is enhanced, and you can now change into larger versions of your wild forms, gaining speed, agility, and power while in this form. You are also a great deal tougher and better able to take damage. A dire form generally is one size larger than a normal wild shape and has sharp bone spikes along the spine, forehead, and knees and elbows. Requires Mastery Rank 3 and 25 points.

Feral Branch
10 points.
Opening this branch of Druid grants the following abilities.

Feral Warrior: You gain a specialized wild shape that allows you to turn into a feral predator. While in this form your speed is enhanced as well as your agility and you gain a slight boost to your Dexterity. Your claws and teeth are much harder and sharper than you would find in a normal version of the beast you’ve turned into, and you attack much more swiftly. You also gain the ability prowl. You can turn invisible for short times and sneak up on your foes, dealing much more damage when you finally strike.

Feral Branch Abilities
Leap (Requires Wild Shape): You launch at your foe, tearing at their vulnerable places. This allows you to cover great distances to pounce on a foe, dealing a great deal of damage. If you are using prowl, it does not break your stealth until you are actually noticed, meaning you could, conceivably, kill an enemy and still be invisible. Requires Mastery Rank 1 and 10 points.

Power of the Predator: You gain a small boost your natural abilities, allowing you to move more swiftly, attack more quickly and with greater accuracy and simply become more lethal. This lasts a short time and while it can be used multiple times, each time drains you. Requires Mastery Rank 1 and 10 points.

Mauling Shred: Your claws and teeth become much more lethal so you can tear through armor and get to the meat of things. Your attacks are guaranteed to leave an enemy bleeding at the least. Requires Mastery Rank 1 and 15 points.

Poison Spine (Requires Wild Shape): A sharp spike grows from your paw. You launch it at your foe who looks annoyed, then sways and falls. You can now shoot poisoned spikes at enemies. They can paralyze, stun, weaken, and outright damage, based on your needs. At Mastery Rank 4 you can shoot them in an explosive arc, sending them at multiple foes. Requires Mastery Rank 2 and 10 points.

Crippling Bite: A ferocious bite slices through your enemy’s hamstring and leaves them hobbled and bleeding. Requires Mastery Rank 2 and 15 points.

Cheetah’s Speed (Requires Wild Shape): While in your feral warrior form, you are much faster. You gain the equivalent of Engine Speed while losing none of your attack abilities. Requires Mastery Rank 2 and 25 points.

Panther’s Grace: You become much more difficult to hit, more agile, and more easily able to dodge incoming attacks. You are more likely to duck out of the way of an attack and sneak behind and enemy to deal some heavy damage. You gain a +3 to Dexterity. Requires Mastery Rank 3 and 20 points.

Power of the Displacer (Requires Wild Shape): Learning the secrets of the displacer beast, you can now disappear from sight quickly, and teleport short distances. Requires Mastery Rank 3 and 20 points.

Endless Carnage (Requires Wild Shape): You are a primal wave of destruction, tearing through your enemies. You hit multiple enemies with a single swipe, and can move on to other enemies when you tear one down. Requires Mastery Rank 3 and 25 points.

Power of the Pack: You can summon a small group of other predators from the ether to come to your aid. The number you summon depends on your Wisdom. They have their own abilities and powers and will do all they can to help you for a short time. They are not easy to summon and it drains you a great deal each time you do. Requires Mastery Rank 4 and 30 points.

Primal Form: Your feral warrior shape is enhanced once more as you become the living embodiment of a natural predator. All of your abilities are greatly enhanced and you gain another size category as well as strength, speed, agility and toughness, allowing you to sweep easily through foes with devastating ability. This is very draining and cannot be used more than once a day without killing you. The form lasts for a short time before you return to any form you choose, but you are greatly weakened and cannot move on your own until after a full night’s rest. Requires Mastery Rank 5 and 50 points.

Guardian Branch
10 points.
Opening this branch of Druid grants the following abilities.

Guardian Beast: You gain a specialized wild shape that allows you to turn into a powerful creature. While in this form you become much tougher, able to “soak” a certain amount of damage like it never happened, as well as becoming slightly larger, more menacing and gain a small boost to Strength. You also gain the ability primal roar. This ability frightens and weakens nearby enemies using your sheer ferocity and primal power and also draws their agro.

Guardian Branch Abilities
Tough Hide: Your skin becomes much tougher, allowing you take damage better and to “soak” more damage more easily. Requires Mastery Rank 1 and 10 points.

Charge: You can cover great distances very quickly to disorient and attack a foe, almost as though you teleported to that enemy to hit them. This essentially lets you dash, almost teleport, from one enemy to another, stunning them for a brief moment when you get to them and allowing you to attack with greater power. You can’t do this all the time, but you can do it reasonably frequently. Requires Mastery Rank 1 and 15 points.

Challenging Roar: A bellowing roar weakens your foes, and draws them to attack you. Requires Mastery Rank 1 and 15 points.

Skull Bash (Requires Wild Shape): With a terrible crunching noise, you head butt your foe, caving their face in. Requires Mastery Rank 1 and 15 points.

Bone Shard Spikes (Requires Wild Shape): You have nasty, sharp spines all over that hurt any enemy foolish to attack you. Requires Mastery Rank 2 and 15 points.

Savage Crush (Requires Wild Shape): You are a massive powerhouse, and your blows now affect multiple enemies. That’s right, you can hit one person so hard, his friends feel it. Requires Mastery Rank 2 and 15 points.

Guardian Force: For a short time you share your ability to soak damage with your allies. In essence, you combine all of what would be your AC together. It lasts only for a few short moments, but it can be very effective as they grant you greater ability to survive as well. Requires Mastery Rank 2 and 20 points.

Crashing Rage: You rear up on your hind legs and crash down once more, sending a shockwave of energy around you that sends your foes flying and drawing their attention to you. Requires Mastery Rank 2 and 25 points.

Vine Grasp: A thick, barbed vine lashes out, grabbing a foe and yanking them, bloodied, directly in front of you. At Mastery Rank 5, you can send out multiple vines to grab a large number of foes. Requires Mastery Rank 3 and 20 points.

Inspiring Courage: You project an aura of strength, stability, and bravery that calms and focuses your allies. Allies that can see you fight with greater accuracy, ability, and efficiency, and gain a small regeneration. Requires Mastery Rank 3 and 25 points.

Guardian’s Strength: You become much more powerful and tougher. You are a force of nature and you crash easily through your foes, taking damage while your friends pick off stragglers. You gain a +3 to your Strength. Requires Mastery Rank 3 and 30 points.

Heart of the Guardian: With a bellowing roar you charge at your foe. You and all allies gain a bonus to your best stat and for a short time become invincible and much better able to fight. This lasts only a few seconds, but can have a devastating effect on a foe. Unleashing the primal power in others is very draining, and you cannot use this ability more than twice in the same day without doing great damage to yourself or others. Requires Mastery Rank 5 and 50 points.

Restoration Branch
10 points.
Opening this branch of Druid grants the following abilities.

Force of Life: You gain a great ability to channel and direct the primal force of life, allowing you to heal wounds. Your power is enhanced with physical contact with the wounded, but you can also do it from a distance. This magic is natural and unrelated to the Light, but can have similar effects.

Restoration Branch Abilities
Razor Leaf Shield: You protect yourself or an ally with a shield of razor sharp leaves that can cut through rock. The shield lasts a short time before fading away, but can deflect most melee attacks and will hurt anyone foolish enough to charge in directly. Requires Mastery Rank 1 and 10 points.

Wrath: A brilliant burst of natural energy that deals heavy radiant damage to your enemies. Requires Mastery Rank 1 and 10 points.

Regrowth: You fill an ally with a great burst of life energy, slowly recovering them and keeping them healed for a short time, granting them a small regeneration. Requires Mastery Rank 1 and 15 points.

Swiftmend: Using this on an ally that has regrowth on them takes away whatever healing effect might be left but heals them almost entirely and will spread regrowth on nearby allies. Requires Regrowth and 20 points.

Sunfire: A golden flame destroys your enemies. Much more powerful during the day. Requires Mastery Rank 2 and 10 points.

Starfire: A cold, brilliant burst of light that tears through your foes and leaves them freezing. Much more powerful at night. Requires Mastery Rank 2 and 10 points.

Healing Rain: Calling out to nature, you summon a soothing, cool rain, that washes away your allies wounds, and burns anything that is naturally evil. Requires Mastery Rank 2 and 15 points.

Dreamer’s Form: You take on a new wild shape, one that reflects your natural abilities and enhances all ecomancer, magic, and healing abilities. Requires Mastery Rank 3 and 20 points.

Natural Remedy: You can cure diseases and purify things that have been tainted by disease or poison. Requires Mastery Rank 3 and 20 points.

Lifebloom: You fill the world around you with life energies, creating a lush green under your feet. Allies in this area gain regeneration while they are in there at a greatly enhanced rate. This lasts a short time before fading away but covers a good distance around you. Requires Mastery Rank 3 and 30 points.

Eclipse Mastery: Depending on your need, you can now bring night to the day, and vice versa, depending on your needs. It affects only a small area, but can greatly empower your healing, sunfire, and starfire abilities. Requires Mastery Rank 3 and 30 points.

Renewal: Using the focused totality of your powers, you poor life energy into a fallen comrade. They glow for a moment, then shed their skin and awake once more to life. This requires that the person wishes to be brought back, and takes a great deal of energy on your part. It will drain you and leave you essentially useless for a long while, so it’s a good idea to use your other abilities to make sure that they don’t die on your watch. Requires Mastery Rank 5 and 50 points.

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