Druidic Mage
Druidic Mages are fierce combatants in magic combat, but also have the capacity
to will nature and the wilderness to assist them. Although druidic mages have
little knowledge outside of the wilderness and have minimal skills interacting
with "outsiders", they will seek to help those in need.
Abilities: Strength,
Constitution and Intelligence are essential for the druidic mage’s
magic combat, both to deal significant damage and to be able to stand up
to taking damage, as well. Wisdom is necessary for the druidic mage’s
spellcasting, so a high Wisdom score would be recommended.
Races: Although
members of any race may choose to follow the path of a druidic mage, they must
have been raised in some form of wilderness. Elves, and humans, are most likely
to become druidic mages. It is possible for skin changers and halflings to be
druidic mages, as well. It is incredibly unlikely for a dwarf to become a
druidic mage, as dwarves tend to live in civilized cities.
Alignment: Any
non-evil. Druidic mages must also maintain a positive connection with nature.
Bonus Languages: A
druid mage’s bonus language options include Sylvan, the language of woodland
creatures. This choice is in addition to the bonus languages available to the
character because of her race.
A druidic mage also knows Druidic, a secret language known only to druids, which
she learns upon becoming a 1st-level druid. Druidic is a free language for a
druid priest; that is, she knows it in addition to her regular allotment of
languages and it doesn’t take up a language slot.
Druidic mages are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Level |
Base |
|
Saving Throws |
Special |
|||||
Fort |
Ref |
Cur |
Will |
|
|||||
1st |
+1 |
+2 |
+0 |
+0 |
+2 |
Animal companion, nature sense, wild empathy |
|
||
2nd |
+2 |
+3 |
+0 |
+0 |
+3 |
Woodland stride |
|
||
3rd |
+3 |
+3 |
+1 |
+1 |
+3 |
Trackless step |
|
||
4th |
+4 |
+4 |
+1 |
+2 |
+4 |
|
|||
5th |
+5 |
+4 |
+1 |
+2 |
+4 |
Wild Shape (1/day) |
|
||
6th |
+6/+1 |
+5 |
+2 |
+3 |
+5 |
|
|||
7th |
+7/+2 |
+5 |
+2 |
+4 |
+5 |
Wild Shape (2/day) |
|
||
8th |
+8/+3 |
+6 |
+2 |
+4 |
+6 |
|
|||
9th |
+9/+4 |
+6 |
+3 |
+5 |
+6 |
Wild Shape (3/day) |
|
||
10th |
+10/+5 |
+7 |
+3 |
+6 |
+7 |
Venom immunity |
|
||
11th |
+11/+6/+1 |
+7 |
+3 |
+6 |
+7 |
Wild Shape (4/day) |
|
||
12th |
+12/+7/+2 |
+8 |
+4 |
+7 |
+8 |
|
|||
13th |
+13/+8/+3 |
+8 |
+4 |
+7 |
+8 |
Wild Shape (5/day) |
|
||
14th |
+14/+9/+4 |
+9 |
+4 |
+7 |
+9 |
|
|||
15th |
+15/+10/+5 |
+9 |
+5 |
+8 |
+9 |
Wild Shape (Large) |
|
||
16th |
+16/+11/+6/+1 |
+10 |
+5 |
+8 |
+10 |
|
|||
17th |
+17/+12/+7/+2 |
+10 |
+5 |
+9 |
+10 |
Wild Shape (Tiny) |
|
||
18th |
+18/+13/+8/+3 |
+11 |
+6 |
+9 |
+11 |
|
|||
19th |
+19/+14/+9/+4 |
+11 |
+6 |
+9 |
+11 |
Wild Shape (Huge) |
|
||
20th |
+20/+15/+10/+5 |
+12 |
+6 |
+9 |
+12 |
Nature's Power |
|
||
Class Skills (4 + Int modifier per level, ×4 at 1st level) |
Class Features
Druidic mages all utilize the same basic strategy: call for aid from nature and
attack the enemy head-on. Druidic mages are very flexible in combat, due to
their large amount of spellcasting prowess. They can either be on the front
lines next to fighters and tank-like clerics, or they can be on the back line
supporting, next to the sorcerer and bard. All of the following are class
features of the druidic mage.
Weapon and Armor Proficiency: Druidic
mage are proficient with all simple weapons plus the sap, the great club, the
whip, and the net. Druidic mages are proficient with light armor, hide armor,
bucklers, light wooden shields, and heavy wooden shields.
Spells: A
druidic mage casts divine spells, which are drawn from the druidic mage spell
list below. They also can cast arcane spells, as long as they are in a nature
sphere.
A druidic mage does not
need to prepare her spells in advance and can cast her spells spontaneously. To
learn or cast a spell, the druidic mage must have a Wisdom score equal to at
least 10 + the spell level. The Difficulty Class for a saving throw against a
druidic mage's spell is 10 + the spell level + the druidic mage's Wisdom
modifier. Like other spellcasters, a druidic mage can cast only a certain number
of spells of each spell level per day. Her base daily spell allotment is given
on the table above. In addition, she receives bonus spells per day if she has a
high Wisdom score. NOTE: The druidic mage may only have one "summon" spell
active at a time (i.e., only one Summon Nature's Ally or Summon Swarm); if the
druidic mage attempts to cast a second "summon" spell, any creatures called by
previous spells are teleported back to their home planes as if a banishment
spell that allows no saving throw had been cast upon it/them. Druidic mages
choose their spells from the following list:
0—Create Water, Detect Magic, Detect Poison, Guidance, Know Direction, Light,
Purify Food and Drink, Resistance
1st—Calm Animals, Charm Animal, Detect Animals or Plants, Detect Snares and
Pits, Detect Undead, Endure Elements, Entangle, Hide from Animals, Obscuring
Mist, Pass without Trace, Shillelagh, Speak with Animals, Summon Nature's Ally I
2nd—Animal Messenger, Animal Trance, Delay Poison, Fog Cloud, Gust of Wind, Hold
Animal, Reduce Animal, Soften Earth and Stone, Summon Nature's Ally II, Summon
Swarm, Warp Wood, Wood Shape
3rd—Call Lightning, Daylight, Diminish Plants, Dominate Animal, Neutralize
Poison, Plant Growth, Remove Disease, Snare, Speak with Plants, Summon Nature's
Ally III, Water Breathing, Wind Wall
4th—Air Walk, Anti-plant Shell, Blight, Command Plants, Control Water, Freedom
of Movement, Giant Vermin, Repel Vermin, Summon Nature's Ally IV
5th—Animal Growth, Awaken, Baleful Polymorph, Call Lightning Storm, Commune with
Nature, Control Winds, Insect Plague, Summon Nature's Ally V, Transmute Mud to
Rock, Transmute Rock to Mud, Tree Stride, Wall of Thorns
6th—Contingency, Find the Path, Ironwood, Liveoak, Move Earth, Repel Wood,
Spellstaff, Stone Tell, Summon Nature's Ally VI
7th—Animate Plants, Changestaff, Control Weather, Creeping Doom, Summon Nature's
Ally VII, Sunbeam, Transmute Metal to Wood, True Seeing, Wind Walk
8th—Control Plants, Earthquake, Repel Metal or Stone, Reverse Gravity, Summon
Nature's Ally VIII, Sunburst, Whirlwind
9th—Antipathy, Elemental Swarm, Shambler, Storm of Vengeance, Summon Nature's
Ally IX, Sympathy
You may add other druid or ranger spells to the druidic warrior's spell list at
your DM's discretion.
Table: Druidic Mage Spells Known |
|||||||||||
Level |
Spells Known |
|
|||||||||
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
|
1st |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2nd |
6 |
5 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3rd |
7 |
7 |
3 |
— |
— |
— |
— |
— |
— |
— |
|
4th |
8 |
8 |
5 |
— |
— |
— |
— |
— |
— |
— |
|
5th |
8 |
9 |
7 |
3 |
— |
— |
— |
— |
— |
— |
|
6th |
8 |
9 |
8 |
5 |
— |
— |
— |
— |
— |
— |
|
7th |
8 |
9 |
9 |
7 |
3 |
— |
— |
— |
— |
— |
|
8th |
8 |
9 |
9 |
8 |
5 |
— |
— |
— |
— |
— |
|
9th |
8 |
9 |
9 |
9 |
7 |
3 |
— |
— |
— |
— |
|
10th |
8 |
9 |
9 |
9 |
8 |
5 |
— |
— |
— |
— |
|
11th |
8 |
9 |
9 |
9 |
9 |
7 |
3 |
— |
— |
— |
|
12th |
8 |
9 |
9 |
9 |
9 |
8 |
5 |
— |
— |
— |
|
13th |
8 |
9 |
9 |
9 |
9 |
9 |
7 |
3 |
— |
— |
|
14th |
8 |
9 |
9 |
9 |
9 |
9 |
8 |
5 |
— |
— |
|
15th |
8 |
9 |
9 |
9 |
9 |
9 |
9 |
7 |
3 |
— |
|
16th |
8 |
9 |
9 |
9 |
9 |
9 |
9 |
8 |
4 |
— |
|
17th |
8 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
5 |
3 |
|
18th |
8 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
6 |
4 |
|
19th |
8 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
7 |
5 |
|
20th |
8 |
9 |
9 |
9 |
9 |
9 |
9 |
9 |
7 |
6 |
|
Animal Companion: A
druidic mage may begin play with an animal companion selected from the following
list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or
heavy), owl, pony, snake (Small or Medium viper), or wolf. If the DM’s campaign
takes place wholly or partly in an aquatic environment, the DM may add the
following creatures to the druid’s list of options: crocodile, porpoise, Medium
shark, and squid. This animal is a loyal companion that accompanies the druid on
her adventures as appropriate for its kind. A 1st-level druidic mage’s companion
is completely typical for its kind except as noted in the Player's Handbook
entry for the druid's ability of the same name. As a druidic mage advances in
level, the animal’s power increases as shown in that same entry. If a druidic
mage releases her companion from service, she may gain a new one by performing a
ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also
replace an animal companion that has perished. A druidic mage of 4th level or
higher may select from alternative lists of animals (see the sidebar in the
Druid Priest). Should she select an animal companion from one of these
alternative lists, the creature gains abilities as if the character’s druidic
mage level were lower than it actually is. Subtract the value indicated in the
appropriate list header from the character’s druidic mage level and compare the
result with the druid level entry on the table in the sidebar to determine the
animal companion’s powers.
If this
adjustment would reduce the druidic mage’s effective level to 0 or lower, she
can’t have that animal as a companion.
Nature Sense: A
druidic mage gains a +2 bonus on Knowledge nature and Survival checks.
Wild Empathy: A
druidic mage can use body language, vocalizations, and demeanor to improve the
attitude of an animal such as a bear or a monitor lizard. This ability functions
just like a Diplomacy check made to improve the attitude of a person. The
druidic mage rolls 1d20 and adds her druidic mage 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 druidic mage and the animal must be able to
study each other, this 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
druidic mage can also use this ability to influence a magical beast with an
Intelligence score of 1 or 2 such as a basilisk, but she takes a –4 penalty on
the check.
Woodland Stride: Starting
at 2nd level, a druidic mage may move through any sort of undergrowth, such as
natural thorns, briars, overgrown areas, and similar terrain at her normal speed
and without taking damage or suffering any other impairment. However, thorns,
briars, and overgrown areas that have been magically manipulated to impede
motion still affect her.
Trackless Step: Starting
at 3rd level, a druidic mage leaves no trail in natural surroundings and cannot
be tracked. She may choose to leave a trail if so desired.
Wild Shape: At 5th level, a druid gains the ability to turn herself into any
Small or Medium animal and back again once per day. Her options for new forms
include all creatures with the animal type. This ability functions like
the alternate form special ability polymorph spell,
except as noted here. The effect lasts for 1 hour per druid level, or until she
changes back. Changing form is a standard action and doesn’t provoke an attack
of opportunity. Each time you use wild shape, you regain lost hit points as if
you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes
nonfunctional. When the druid reverts to her true form, any objects previously
melded into the new form reappear in the same location on her body that they
previously occupied and are once again functional. Any new items worn in the
assumed form fall off and land at the druid's feet.
The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is
limited to the sounds that a normal, untrained animal can make, but she can
communicate normally with other animals of the same general grouping as her new
form. (The normal sound a wild parrot makes is a squawk, so changing to this
form does not permit speech.)
A druid can use this ability more times per day at 7th, 9th, 11th,
13th, as noted on Table: The Druidic Mage. In
addition, she gains the ability to take the shape of a Large animal at 15th
level, a Tiny animal at 17th level, and a Huge animal at 19h level.
The new form’s Hit Dice can’t exceed the character’s druid level.
Venom Immunity: At
10th level, a druidic mage gains immunity to all poisons.
Nature's Power: At
20th level, a druidic mage has become the epitome of nature's strength, and
becomes rewarded as such. Using any of the druidic mage's "Summon" spells, i.e.
Summon Nature's Ally, Summon Swarm, and Elemental Swarm, does not count against
her spells per day. In addition, when casting any "Summon" spell, the druidic
mage may summon an additional creature of the same type as the other creatures
summoned.
Ex-Druidic Mage
If a druidic mage falls to evil ways or foregoes her connection with nature, she
loses many of her powers. She loses the ability to cast any druidic mage spells,
and loses all extraordinary abilities gained through the druidic mage class.
Furthermore, she will never be welcomed by her tribe, or any other druidic
tribe, again.
Epic Druidic Mage
Table: The Epic Druidic Mage
Hit Die: d8 |
|
Level |
Special |
21st |
Captain of the Guard 1/day |
22nd |
|
23rd |
Captain of the Guard 2/day |
24th |
|
25th |
Captain of the Guard 3/day |
26th |
|
27th |
Captain of the Guard 4/day |
28th |
|
29th |
Captain of the Guard 5/day |
30th |
Nature's Absolute Power |
4 + Int modifier skill points per level. |
Captain of the Guard: Starting
at 21st level, the druidic mage is recognized as an exemplar among her people,
and is able to call other druidic mages and druid priests to her aid. Once per
day at 21st level, and an extra time per day at every odd-numbered level
thereafter, the druidic mage can call two 10th-level druidic mages or druid
priests to aid her. She must be within a mile of the wilderness to use this
ability. The druidic mages or druid priests will serve her for up to one hour or
until they perish, whichever comes first.
However, the druidic mages and druid priests will not abandon their
Captain in the middle of a battle.
Nature's Absolute Power: Upon
reaching 30th level, the druidic mage becomes the embodiment of nature's wrath
itself. She gains +5 to her natural armor bonus to AC. In addition, when casting
any of her "Summon" spells, she may choose to summon 3 extra creatures of the
same type.
Human Druidic Mage Starting Package
Weapons: Quarterstaff.
Skill Selection: Pick
a number of skills equal to 4 + Int modifier.
Skill |
Ranks |
Ability |
Armor |
Handle Animal |
4 |
Cha |
— |
Knowledge (nature) |
4 |
Int |
— |
Ride |
4 |
Dex |
— |
Survival |
4 |
Wis |
— |
Feat: Improved
Initiative.
Bonus Feats: Toughness.
Gear: Leather
armor, 5 torches, flint & steel, nature holy symbol.
Gold: 12
gp.
Playing a Druidic Mage
Religion: Druidic
mages, for the most part, do not believe in a specific deity, but rather worship
nature as a whole. If a druidic mage does believe in a deity, it must be a deity
that is somehow positively connected with nature.
This could be any of the six Nature Goddesses of Saivryth, Gia, Terys,
Nijia, Eiliah, Aitrissa, or Arkadin.
Other Classes: Druidic
mages work very well with druid priests and rangers, who also believe in nature
the same way they do. They often won't form friendships with fighters or
barbarians, but will happily work with them and respect their combat ability.
Druidic mages do not like sorcerers and wizards, as they view their magic as
unnatural and against the natural flow of the world.
Combat: Most
druidic mages will begin combat by calling for help in the form of casting
"Summon" spells, and then will follow that up with employing their magic combat
ability. Druidic mages are not meant to absorb damage like barbarians and some
clerics, but are meant to deal damage alongside fighters..
Druidic Mages in the World
Druidic mages are, for the most part, located in the wilderness. They fiercely
defend their homeland as well as any wilderness or being of nature that is
threatened. They only leave their homelands when exiled or when they are
presented with a quest to defend nature that occurs outside of their homeland.
Daily Life: Druidic
mages spend much of their free time in training, preparing for the next time
they must defend their home. What time they don't spend in combat or preparing
for combat, they spend in appreciation of nature and reflection.
Organizations: Druidic
warriors live together in tribes, and only meet with members outside of their
tribes if they must do so to defend nature or to set up necessary trade between
the tribes.
NPC Reactions: Druidic
mages aren't well-known outside of their tribes and the surrounding tribes. When
seen in the "civilized" world, people are likely to regard them with suspicion,
as they appear primitive and not particularly sociable.
Druidic Mage Lore
Characters with ranks in Knowledge nature, can research druidic mages to learn
more about them. When a character makes a skill check, read or paraphrase the
following, including information from lower DCs.
Knowledge (nature) |
|
DC |
Result |
5 |
Some primitive tribes in the wilderness have unusual mages to protect
them. |
10 |
Mages in the wilderness learn to manipulate nature to supplement their
combat prowess. |
15 |
Druidic mages often pray to no god in particular, but rather to nature
as a whole. |
20 |
Druidic mages protect nature as well as good beings, who are in need. |
Druidic Mages in the Game
Druidic Mages serve as utility casters within the party. They are most powerful
in the wilderness, but are still effective elsewhere, and will always fight for
nature, as well as often fighting for good.