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NQ10 - Druids - Path
NQ10 - Druids - Path
Circle Orboros
he following optional abilities, in addition to class abilities, allow qualifying druids to further specialize their power over nature. Mastery of these paths derives from millennia of organized exploitation of natural power and systematic training with the Circle Orboros. Most druids focus on one of these categories. Each category requires the druid to have become at least an Initiate of the appropriate Path of Orboros (see NQM#10, pg. 70). Certain specialized paths may require a higher title on the corresponding Path of Orboros. To acquire the benets of a path, the druid must meet all prerequisites and undergo any initiation requirements. If a path requires payment in XP, the druid can only pay the XP cost if doing so will not reduce their experience below the minimum for their current level. While permanent, these benets remain linked to the druid class; any situation that strips a druid of class abilities also causes the loss of path abilities. Paths of power do not cost feat slots to attain.
Path Exclusivity
Joining any path immediately makes certain other paths unavailable as the druid focuses their natural power in a specic direction. The following chart indicates which paths are exclusive of one another. Paths on the same row cannot be taken together.
Earth Paths
These attract those who draw on primal energy stored within and passing within the earth. Drawing on the nurturing strength of plants rooted in the earth, some masters have learned how to prompt regeneration and rapid healing, while others can vanish from one location only to reappear at another. What about the Blackclad Prestige Class? The Blackclad prestige class remains a viable option for druids seeking to master stone and earth and learn to craft the signature elemental constructs serving the Circle Orboros. Members of this prestige class come from a more extensive and formalized system of study not directly related to the Paths of Power listed below. At 1st and 7th level of the Blackclad prestige class you gain the Earth Shaper path. For example, a Circle Druid chooses to become an Earth Shaper
Initiate at 5th level and an Earth Shaper Disciple at 10th level before joining the Blackclad prestige class. He would rise to Earth Shaper Master on becoming a 1st level Blackclad. If he reached 7th level as a Blackclad he would become an Earth Shaper Prime.
Path of Stone
Druids on the Path of Stone have learned how to spontaneously manipulate and manifest rocks and stones, drawing more readily upon that type of spell energy. Prerequisites: Earth Shaper Initiate, Craft (stoneworking) 7 ranks. Initiation Requirement: 1500 XP; 1 week training with a druid of at least 7th level already on the Path of Stone. Benet: In addition to the spells provided under Spontaneous Casting, those on the Path of Stone may add the following specic spells to the list of those they can spontaneously cast:
Path of Stone Spontaneous Casting Spell List Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Spell(s) Magic stone Soften earth and stone Spike growth Spike stones Transmute rock to mud ransmute mud to rock Move earth Flesh to stone, stone to esh Earthquake Imprisonment, freedom
Special: A druid on the Path of the Wayfarer cannot belong to the Path of Unraveling or the Path of the Beast Mind.
New Spells
Ley Line Step Conjuration (Teleportation) [Earth] Level: Dru 4 (Path of the Wayfarer only) Components: V Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: You and touched objects Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired by simply visualizing the area. After using this spell, you cannot take any other actions until your next turn. You can bring along objects as long as their weight does not exceed your maximum load. If you would arrive in a place already occupied by a solid body, the spell fails.
Special: A druid on the Path of Stone cannot join the Path of Natures Wrath or the Path of the Bonded Beast.
You must have personally visited that location at some point in the past, although the location need not remain identical. You must be within 100 miles of a sacred site including a Circle Orboros ceremonial stone ring when casting this spell. The destination must be connected to the sacred site nearest you by a chain of similar sites each within 300 miles of one another. If this chain is broken at any point, or if there is no way to arrive safely at the destination, you will be transported to the center of the nearest connected sacred site. If any of these conditions are not met, the spell fails.
Path of Vitality
Those on the Path of Vitality draw more directly on the power within the earth and forests to enhance their own vitality and enhance their powers to mend living esh. Prerequisites: Earth Shaper Disciple, Heal 13 ranks. Initiation Requirement: 2,500 XP; 1 week training with a druid of at least 12th level already on the Path of Vitality. Benet: A druid initiated to the Path of Vitality becomes immune to all diseases, including supernatural and magical diseases, and gains the ability to heal at twice the normal rate. Druids on the Path of Vitality also regenerate lost limbs at a slow rate, 1d6+1 days for a reattached limb, 2d20+30 days to regrow a limb entirely. Additionally, such a druid can now utilize rejuvenation on others but runs a risk of suffering Pain of Healing. A druid always runs a 20% risk when sacricing a spell to cure another person that he will need to roll on the Pain of Healing chart (IKCG, p. 276-279), regardless of the religion or alignment of the target. If Pain of Healing occurs, roll an unmodied 1d6 on each chart to determine the consequences to the druid and the subject of healing. Special: A druid on the Path of Vitality cannot belong to the Path of the Locus or the Path of the Shifter.
Storm Paths
These are the most offensive and deadly powers a druid can master, tapping into the raw power of natural chaos in its most elemental form. Some masters of this path learn to call on natures power to unravel the magic of arcanists or priests.
Spellcraft 8 ranks. Initiation Requirement: 1500 XP; 1 week training with a druid of at least 7th level already on the Path of Unraveling. Benet: In addition to the spells provided under Spontaneous Casting, those on the Path of Unraveling may add the following spells to the list of those they can spontaneously cast: Path of Unraveling Spontaneous Casting Spell List Level 1st 2nd 3rd 4th 5th 6th 7th Spell(s) Remove fear Lesser restoration Quench Dispel magic Restoration Dispel magic, greater True seeingthose on this path ignore the material component requirement for this spell Restoration, greater Antimagic eld
metamagic feat to the spell chosen). The druid can use an available higher-level spell slot to use the spell-like ability more than twice per day. Allocating a slot three levels higher allows him to cast the spell four times per day, and a slot six levels higher lets him cast it six times per day. Each time the druid gains a new druid spell level they have a one-time opportunity to change the spell selected for the Path of the Locus, giving up the old one to replace it with a new one. Special: A druid on the Path of the Locus cannot join the Path of Vitality or the Path of the Shifter.
Beast Paths
Orboros encompasses the predatory beasts of the wild as well as storm and earth. Some druids use their power to call forth allies from the wilderness, controlling dangerous animals to ght in their stead. Others tap into the essence of predation, casting aside their humanity to transform their bodies and truly becoming one with the mind of beasts.
8th 9th
Special: A druid on the Path of Unraveling cannot join the Path of the Wayfarer or the Path of the Beast Mind.
Special: A druid on the Path of Natures Wrath cannot join the Path of Stone or the Path of the Bonded Beast. Path of Unraveling An area of particular defensive strength, the druids of the Path of Unraveling focus on combating the magic of outsiders. They are able to wield natural energy to disrupt those who would try to bend reality in their presence. Prerequisites: Storm Shaper Initiate,
bonus HD, natural armor adjustment, Str/Dex adjustment, bonus tricks, and special powers. Argus (level -5), badger, black bear (level -3), boar (level -3), brown bear (level -6), burrow-mawg (level -2), crocodile (level -3), dog, eagle, hawk, lemax (level -2), owl, raevhan buffalo (level -9), snake (small or medium viper), saqu (level -7), screecher (level -3), skigg (level -2), snake (constrictor or large viper) (level -3), thornwood mauler (level -15), wolverine (level -3), or wolf. This animal is a loyal companion that accompanies the druid on his adventures as appropriate for its kind. Apply the indicated parenthetical adjustment, if any, to the druids level on the table below for purposes of determining the companions characteristics and special abilities. The druids companion is completely typical for its kind except as noted below. As a druid advances in level, the animals power increases as shown on the table. If a druid releases his companion from service or if the animal companion perishes, it cannot be replaced until 1 season (~3 months) has passed. At that point the druid may gain a new companion by spending a week searching for one and establishing a bond with it. Special: A druid on the Path of the Bonded Beast cannot join the Path of Natures Wrath or the Path of Stone.
Animal Companion Basics Use the base statistics for a creature of the companions kind, but make the following changes. Class Level The druids class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companions abilities, and certain special animals require an adjustment as listed above. Bonus Hit Dice Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier as normal. Remember that extra Hit Dice improve the animal companions base attack and base save bonuses. An animal companions base attack bonus is the same as that of a druid of a level equal to the animals HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animals HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monsters Hit Dice. Natural Armor Adjustment The number noted here is an improvement to the animal companions existing natural armor bonus. Str/Dex Adjustment Add this value to the animal companions Strength and Dexterity scores.
Special: A druid on the Path of the Beast Mind cannot join the Path of the Wayfarer or the Path of Unraveling.
Bonus Tricks
The value given in this column is the total number of bonus tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks require no training time or Handle Animal checks, and do not count against the normal limit of tricks known by the animal. The druid selects these bonus tricks. Once selected, these tricks cannot be changed. Link (Ex) A druid can handle his animal companion as a free action, or push it as a move action, even if he has no ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex) At the druids option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benet. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of You on his animal companion (as a touch range spell) instead of on himself. A druid and his animal companion can share spells even if the spells normally do not affect creatures of the companions type (animal). Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty. Improved Evasion (Ex) When subjected to an attack that normally allows a Reex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to his true form, any objects melded into the new form reappear in the same location on his body that they previously occupied and are again functional. Any new items worn in the assumed form fall off and land at the druids feet. A druid loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. At 15th level the druid gains the ability to take the shape of a huge animal. The new forms Hit Dice cannot exceed the characters druid level. Special: A druid on the Path of the Shifter cannot join the Path of Vitality or the Path of the Locus.
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