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EGG d20 House Rules

Classes

Cleric

Spontaneous Casting: A cleric can "lose" a prepared spell in order to cast a spell from one of his chosen domains that is of the same level or lower. A cleric cannot convert one of his memorized domain spells into another domain spell. Clerics cannot convert any spell into a "cure" spell or an "inflict" spell unless that spell is from one of his chosen domains.

Monk

(The monk is not available as a standard character class in this world.)

Ranger

Class Skills: The ranger's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge(nature) (Int), Knowledge (any, appropriate to his Favored Enemy) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).

Favored Enemy: At 1st level, a ranger may select a type of creature as a favored enemy. (A ranger can only select his own race as a favored enemy if he is evil.) Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Additionally, he gains this bonus to any appropriate Knowledge skill checks about this type of creature. (See the Knowledge skill for details on knowledge of creature types.) Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits.

Druid

Druids may use the Terrain Adaptation (from the Mongoose Publishing Quintesential Druid Web Enhancement)

White Magician (a prestige class from Good, pg. 49)

Requirements
Alignment: any good
Wisdom: 13
Charisma 15
Feats: Craft Wondrous Items, and any two metamagic or item crafting feats
Spellcasting: Ability to cast 3rd-level arcane spells
Special: Ability to Lay on Hands, or Divine Grace


Good, Table 2-12: The White Magician, additions,deletions and changes


Level Will Save Special
1 +2 Summon Familiar
2 +3
3 +3
4 +4 Evil's Unease, Celestial Familiar
5 +4
6 +5
7 +5
8 +6
9 +6
10 +7

Summon Familiar: Add the White Magicians class level to the characters wizard or sorcerer class level (if any) to determine the effects of this ability. Otherwise, use the White Magicians class level alone to determine the effect.

Celestial Familiar: The White Magicians familiar undergoes a transformation into a celestial creature. The White Magician must make a Wisdom check. The familiar journey's away from the caster for a number of days equal to 20 minus the check (minimum one day), and returns thereafter as a celestial creature. Add the effects of the Celestial Creature template to the familiar.


Combat

Attack Roll Modifiers

Attacking from behind          +2
Attacking from flank            +1

Facing

In combat, character facing is very important. A combatant who is not facing his opponent cannot adequately defend against him, and is much more vulnerable to attack.

Front Front Front
Flank Figure Flank
Rear Rear Rear

If a character uses a shield, that shield may be used to protect the characters front and one flank. Unless otherwise specified on the Character Sheet, that flank shall be assumed to be the left (orange squares above). When attacking the flank of an opponent, the attacker receives a +1 circumstance bonus to hit, regardless of wether or not that flank is protected by a shield.

When attacking the rear of an opponent, the attacker receives a +2 circumstance bonus to hit. Sneak attacks must be made from the rear and are only effective if the opponent is unaware of the attacker, flat-footed, or occupied with something at his front (be it an opponent, a hypnotic illusion, or merely a good book).

Feats

Regional/Racial Feats

The regions and races with access to special feats, and the feats allowed to them, are listed below.

Great Cleave [General]

Prerequisites: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.

Benefit: As Cleave, except that the character has no limit to the number of times the character can use it per round.

The character may only make as many attacks on a single opponent as he would normally be granted in one round by his Base Attack Bonus. For example, with a BAB of 11-15, a character can use great cleave up to 3 times on one opponent, while a BAB of 16-20 allows you to use great cleave up to 4 times on that opponent.

Skill Focus [General]

Benefit: The character gets a +3 bonus on all skill checks with that skill. The character gets a +2 bonus on all skill checks with that skill.

Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new skill.


New Feats feats marked with * are from montecook.com

Knock Down [General]

Prerequisite- Power Attack and Two handed Weapon

This feat allows a character to knockdown a creature who is one size smaller than it and gets a free attack when it is prone, much like the trip feat. The attacker must hit the defender and deal damage. The damage dealt is the target number that the opponent must beat with a strength check or a balance check. If the opponent fails to meet or beat that number he is knocked to the ground where the attacker gets one free attack on the prone character.

Forced Swiftness [General] *

You can run when encumbrance and armor otherwise would not allow it.

Prerequisite: Str 15+

Benefit: You can run when the armor you are wearing or the amount of gear you are carrying normally would prevent you from running.

Nimble Fingers [General] *

You have dexterous fingers and good hand-to-eye coordination.

Benefit: You gain a +2 bonus to Disable Device and Pick Locks checks.

Athleticism [General] *

You use your physique and agility to their utmost.

Benefit: You gain a +2 bonus to Climb and Jump checks.

Agile Limbs [General] *

You are limber and dexterous, allowing you to move gracefully.

Benefit: You gain a +2 to Balance and Move Silently.

Outdoorsman [General] *

You are trained particularly well for life in the wild.

Benefit: You gain a +2 bonus to Handle Animal and Wilderness Lore

Magical Talent [General] *

The mystical and eldritch secrets are clear to you.

Benefit: You gain a +2 bonus to Knowledge (arcana) and Spellcraft

Skills

Hide (DEX; ARMOR CHECK PENALTY)

Creating a Diversion to Hide: The character can use Bluff to help the character hide. A successful Bluff check can give the character the momentary diversion the character needs to attempt a Hide check while people are aware of the character. The player may be required to describe the nature of the Bluff, and the DM may apply circumstance penalties based on this information.

Firing a Missile Weapon while Hiding: When firing a missile weapon from a hidden position, the target of the missile fire, and possibly those nearby, may make an immediate spot check to notice the attacker. Because of the motion involved in reloading a missile weapon, or in drawing back to throw one, the concealed attacker suffers a circumstance penalty to Hide as follows:

These penalties are cumulative, so an attacker firing 3 shots in one round suffers a -12 to Hide. These penalties remain until the attackers next turn.

Additionally, anyone taking an action specifically to look for the attacker (including someone holding their action until after the attacker fires) gains a +2 circumstance bonus to Spot for each shot fired.

Knowledge (INT; TRAINED ONLY)

Monster Knowledge: The following Knowledge skills are used when identifying monsters and their abilities.

Common Knowledge would usually include what the creature is, and what its usual reaction to people is.

Basic Knowledge would be a general physical description of a creature, its general level of intelligence, basic ecology, and general habitat.

Specific Knowledge would include strengths, weaknesses, and a detailed knowledge of about every trait of the most common example of the creature in question.

Ranks and successful knowledge checks in these skills represent information resulting from study, stories, and training. They do not include first hand experiences.

Also, in areas where creatures are more prevalent, specific traits of some creatures may be basic knowledge or even common knowledge. A border country constantly pushing back orcish hordes would know of the adverse affect of bright light on orcs. This trait would be common knowledge there. But to those in lands where orcs are a far off nuisance, only study would reveal this trait and it would be considered specific knowledge.

Search (INT)

Search Check DC'S for spell components

Community Size DC + Spell Lvl
Metropolis 11 +
Large City 13 +
Small City 15 +
Large Town 17 +
Small Town 20 +
Village 24 +
Hamlet 28 +
Throp 30 +

Speak Language (NONE; TRAINED ONLY)(INT; TRAINED ONLY)

The Speak Language skill doesn't work like a standard skill.

Speak languages works a little differently from other skills.

Level of Conversation DC
Very simple concepts (food, sleep, money, . . .) 10
Moderately complex (general discussion, simple commands, . . .) 15
Complex topics (teaching crafts, discussing magic, . . .) 20
Mimic a dialect or accent (a human speaking dwarvish like a mountain dwarf) 25

Common languages and their alphabets are summarized in the following table:

Language Alphabet
Abyssal Infernal
Aquan Elven
Auran Draconic
Celestial Celestial
Common Common
Draconic Draconic
Druidic Druidic
Dwarven Dwarven
Elven Elven
Gnome Dwarven
Goblin Dwarven
Giant Dwarven
Gnoll Human
Halfling Human
Human Human
Ignan Draconic
Infernal Infernal
Orc Dwarven
Sylvan Elven
Terran Dwarven
Undercommon Elven

Retry: Not applicable. (There are no Speak Language checks to fail.)

Retry: Each successive retry incurs a +5 penalty to the DC.

Special: If you have 5 or more ranks in a Language, you gain a +2 synergy bonus to all other languages that use the same alphabet.


Spellcraft (INT; TRAINED ONLY)

Check: The character can identify spells and magic effects.

DC Task
13 When using read magic, identify a glyph of warding.
15 + (2x spell level) Identify a spell being cast. (The character must see or hear the spell's verbal or somatic components.) No retry.
15 + (2x spell level) Learn a spell from a spellbook or scroll. (Wizard only.) No retry for that spell until the character gain at least 1 rank in Spellcraft (even if the character find another source to try to learn the spell from).
15 + (2x spell level) Prepare a spell from a borrowed spellbook. (Wizard only.) One try per day.
15 + (2x spell level) When casting detect magic, determine the school of magic involved in the aura of a single item or creature the character can see. (If the aura is not a spell effect, the DC is 15 + half caster level.)
19 When using read magic, identify a symbol.
20 + (2x spell level) Identify a spell that's already in place and in effect. (the character must be able to see or detect the effects of the spell.) No retry.
20 + (2x spell level) Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No retry.
20 + (2x spell level) Decipher a written spell (such as a scroll) without using read magic. One try per day.
20 Draw a diagram to augment casting dimensional anchor on a summoned creature. Takes 10 minutes. No retry. The DM makes this check.
30 or higher Understand a strange or unique magical effect, such as the effects of a magic stream. No retry.

Additionally, certain spells allow the character to gain information about magic provided that the character makes a Spellcraft check as detailed in the spell description.

Retry: See above.

If the character has 5 or more ranks of Use Magic Device, the character gets a +2 synergy bonus to Spellcraft checks to decipher spells on scrolls.

Special: When using this skill on a magical spell or effect of a type which the character cannot cast (arcane or divine), a -5 circumstance penalty is applied.

Magic Items

Magic Item Creation

Spell or Effect Base Price Item Creation Feat
Single use, spell completion Spell level x caster level x 25 gp Scribe Scroll
Single use, use-activated Spell level x caster level x 50 gp Brew Potion
50 charges, spell trigger Spell level x caster level x 750 gp Craft Wand or Craft Staff
Command word Spell level x caster level x 900 gp
Command word, # uses / day Spell level x caster level / (5/# per day) x 1,800 gp Craft Rod
Use activated Spell level x caster level / (5/# per day) x 2,000 gp
Spell trigger Spell level x caster level / (5/# per day) x 1,500 gp
Use-activated, continuous effect Spell level x caster level x 2,000 gp Forge Ring
Ability enhancement bonus Bonus squared x 1,000 gp
Bonus spell Spell level squared x 1,000 gp
Deflection bonus Bonus squared x 2,000 gp
Luck bonus Bonus squared x 2,500 gp
Natural armor bonus Bonus squared x 2,000 gp
Resistance bonus Bonus squared x 1,000 gp
Save bonus (one save) Bonus squared x 250 gp
Spell resistance 10,000 gp per point over SR 12
Armor enhancement bonus Bonus squared x 1,000 gp Craft Magical Arms & Armor
Weapon enhancement bonus Bonus squared x 2,000 gp
Altered spell effect Base price x 1.2, 1.5 or 2 Craft Wonderous Item


Scribe Scroll

A "scroll" can be scribed on any surface that can be marked or written to, but are almost always made of parchment or vellum and ink. Regardless, the user must read the scroll and complete it's casting in order to invoke it's power.

Brew Potion

"Potions" often take the form of oils, powders or salves, in addition to the usual liquid draught. This substance must be consumed by or applied to the target in order for the magic to take effect. Any single use, use activated item that works in another fashion requires the Craft Wonderous Item feat.

Normally, potions may only be created with magic of 3rd level or lower. Potions may be enchanted with higher level magics, but this requires the Craft Wonderous Item feat and doubles the base price (Spell level x caster level x 100 gp).

Craft Wand

Wands usually, but not always, take the form most commonly associated with them - a short stick. Wands can use the spell trigger or command word method for releasing their magic and may only be enchanted with magics of 4th level or lower.

Craft Staff

"Staves" usually, but not always, take the form most commonly associated with them - a long stick. They are always spell trigger activation items and often have multiple powers, each of which uses one charge. Creating a staff with powers that are related in some fashion (by school, subschool, or function) is less difficult and decreases the items cost. Staves of this type cost the full amount for the highest-level spell , plus 75% of the value of the next most costly ability, plus one-half of the value of any other abilities added to the staff. Staves with unrelated powers cost the full amount for the highest-level spell , plus 85% of the value of the next most costly ability, plus 70% of the value of any other abilities added to the staff.

If desired, a spell can be placed into the staff at only half the normal cost, but activating that particular spell then costs 2 charges from the staff. A single function can cost no more than 2 charges. The caster level of all spells in a staff must be the same.

Craft Rod

"Rods" come in a variety of shapes and sizes. They are often created in the shape of amulets, rings, and even weapons, but are most commonly created as sceptres of two to three feet in length. They reliably discharge spell effects a certain number of times per day. Many rods are created who's spell effects have been altered in some fashion. These require the use of the Craft Wonderous Item feat.

Forge Ring

"Rings," which can take the form of nearly any article of clothing or jewellery, are use activated items that contain a spell or power that affects the wearer, usually constantly. Those that don't work constantly are usually activate by the will of their wearer, while a few creators choose to use command words or some other trigger. Rings are very difficult and costly to create because they have permanent powers or powers that can be activated an unlimited number of times.

Any spell effect enchanted into a ring must have a minimum caster level of 12th. Items that add to saving throws, attack rolls, damage rolls, or AC are restricted to a maximum bonus of +5. Items that add to ability scores are restricted to a maximum bonus of +6, and the bonus must be a multiple of 2 (+2, +4, or +6).

Craft Magical Arms and Armour

This feat allows you to enhance items so that they are tougher, stronger, strike more true, more deeply and/or harder than normal. As well as weapons and armour, tools are sometimes enhanced this way, lending their enhancement bonus to whatever craft they are applied to. Items can also be enchanted with energy (fire, acid, cold, electricity, or sonic) through use of this feat and any spell normally cast on a weapon or a piece of armor can be enchanted into an item. Other special abilities added to such items require an additional feat and their costs are figured seperatly.

Craft Wonderous Item

Wonderous items are those created by another feat, but who's magic has been altered in some fashion through the use of this feat. The price of a wonderous item equals the base price of the item times a multiplier that varies depending upon the level of the alteration.

Base price x 1.2 Method of triggering the magic is altered; minor changes to a spell effect, such that it is still recognisable as the spell.
Base price x 1.5 Major changes to a spell effect, such that the effect falls out of the normal paramaters of that spell.
Base Price x 2 Gross alteration of the magic, such that the spell has been twisted to perform a function that, while related to the origonal spell, it no longer resembles the origonal spell effect.

Bonus types and effects

Magical items and magical effects often impart bonuses of one type or another. The table below explains what particular bonus types improve. Bonuses of different types all stack, but usually a named bonus does not stack with another bonus of the same name (except for enhancement bonuses to armor and shields, enhancement bonuses to ranged weapons and their ammunition, and dodge bonuses, synergy bonuses, and some circumstance bonuses which are not normally granted by magic).


Bonus Type Improves
Armor AC
Competence Attacks, saves, checks
Deflection AC
Enhancement Armors bonus
Enhancement Attacks, damage
Enhancement Ability scores
Enlargement Str, Con
Haste AC, reflex, attack, movement
Inherent Ability scores
Insight Attacks, AC, saves, checks
Luck Attacks, weapon damage, AC, saves, checks
Morale Attacks, weapon damage, checks, saves
Natural Armor AC
Profane AC, saves, checks
Resistance Saves
Sacred AC, saves, checks

Armor

This is the same type of bonus that mundane armor gives a character. A spell that gives an armor bonus typically creates an invisible, tangible field of force around the affected character.

Competence

When a character has a competence bonus, he actually gets better at what hes doing, such as with the spell guidance.

Deflection

A deflection bonus increases a characters AC by making attacks veer off.

Enhancement

An enhancement bonus represents an increase in the strength or effectiveness of a characters armor or weapon, as with the spells magic vestment and magic weapon, or a general bonus to an ability score.

Enlargement

When a character gets bigger, his Strength increases (as might his Constitution).

Haste

A haste bonus improves a characters AC because he is moving faster.

Inherent

An inherent bonus is a bonus to an ability score that results from powerful magic. A character is limited to a total inherent bonus of +5 to any ability score.

Insight

An insight bonus makes a character better at what hes doing because he has an almost precognitive knowledge of factors pertinent to the activity.

Luck

A luck bonus is a general bonus that represents good fortune.

Morale

A morale bonus represents the effects of greater hope, courage, and determination.

Natural Armor

A natural armor bonus is the type of bonus that many monsters get because of their tough or scaly hides. A natural armor bonus bestowed by a spell indicates that the subjects skin has become tougher.

Profane

A profane bonus represents the power of evil.

Resistance

A resistance bonus is a general bonus against magic or harm.

Sacred

The opposite of a profane bonus, a sacred bonus relates to the power of good.


Druid Terrain Adaptation ^^

Lords of the Terrain

Adapted from the Druid Web Enhancement by Mongoose Publishing


Druids have many magical powers at their disposal. Not only do they have a large selection of spells but they can also assume the shape of all manner of living creatures using their wild shape power. This is not the full extent of their magical prowess, though. All druids develop strong spiritual and magical ties to the wilderness all around them. Through direct meditation on the terrain, druids develop extraordinary abilities, even strange supernatural powers.

The standard druid outlined in Core Rulebook I has several potent abilities especially useful to forestdwelling druids, Nature Sense, Woodland Stride, Trackless Step and Venom Immunity. While these powers can be potent, a druid that has spent his life in the arctic or the deep desert is not going to have a great deal of use for any of these powers. To broaden the powers available to a druid, and to allow him to specialise in the terrain where he actually spends most of his time, this chapter introduces the concept of Terrain Adaptations.

A druid begins with one of the following Terrain Adaptations most suitable to where he grew up and received training as a druid. Each of the following Terrain Adaptations includes a description of the terrain, peculiarities for druids trying to survive in the associated conditions and alternative powers which replaces Nature Sense, Woodland Stride, Trackless Step and Venom Immunity.

A druid is not restricted to his initial choise of Terrain Adaptation. A druid character that moves into a new Terrain will find that his powers change slowly to suit the new environment. Each time the character prepares his spells in a different Terrain, he makes Wilderness Lore check (DC 25). The character receives a bonus to this roll equal to the number of days he has spent in the terrain. If the roll is successful, he substitutes his current 1st level ability for the equivalent ability for the terrain in which he finds himself. The character substitutes his woodland stride ability when he next passes the check (with his bonus for the number of days spent in the terain reset to 0 again), his trackless step ability after that and finally, if he has it, he substitutes his venom immunity ability. Druids rarely hesitate to adapt to whatever environment they find themselves in but they can choose not to do so if they wish, retaining whatever powers they still have from their old terrain.

Nature Sense: The nature sense power is a special case. Using these rules, a druid can identify plants and animals (their species and special traits) normally found in whatever terrain to which he or she is currently adapted with perfect accuracy. If the character has yet to adjust to the terrain, he must make a Wilderness Lore check (DC 15) to be accurate. In addition, a 1st level druid can always tell if water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

In some terrains, this ability alone is all the character receives at 1st level. In other terrains, where identifying local species is of little or no use, there is a bonus 1st level ability available to druids adapted to that terrain.

(Note: These rules are adapted from The Quintessential Druid Web Enhancement (druid.pdf), written by Robin O. Duke, from Mongoose Publishing. Where these rules and the web enhancement conflict, these rules will supersede.)


Arctic Adaptation

As a druid adapts to arctic surroundings, he slowly looses all colour from his skin and hair. Arctic Adaptation occurs in cold environments predominantly covered in ice. Characters living in the tundra may take to Arctic Adaptation or some other adaptation suitable to the terrain.

Language: Auran. A druid starting the game with an adaptation to arctic environments can substitute Auran for one of the bonus languages available to him because of his race.

Ice Familiarity: A 1st level druid adapted to arctic conditions can sense the thickness of ice and snow perfectly. This ability requires the druid to be able to see the ice in question and he can judge perfectly if it will support his or another creatures weight. This is an extraordinary ability.

Exposure Immunity: A 2nd level druid adapted to arctic condition suffers no effects from exposure in temperatures as low 0 OF. In thick furs, the druid suffers no effects of exposure at all, no matter the temperatures. If the druid finds himself in temperatures lower than 0 OF without his furs, he receives a +8 bonus to his saving throw. If the character is knocked unconscious by the cold, he enters a form of hibernation and does not suffer any additional damage. A heal check (DC 20) and a fire will bring the character too in 1d6 hours. This extraordinary ability offers no protection against coldbased spells or other supernatural effects. This is an extraordinary ability.

Ice Movement: A 3rd level druid adapted to arctic conditions may walk over any ice-covered surface without the need to make balance checks of any kind. The character can walk on thin ice that would not normally support his weight and not break through the surface. The character can climb any ice-covered surface as though under the influence of a spider climb spell. This is a supernatural ability.

Cold Immunity: A 9th level druid adapted to arctic conditions receives 20 points of cold resistance. The character ignores the first 20 points of cold damage dealt to him in a round. This is a supernatural ability.


Cavern Adaptation

Dwarven druids in particular spend much of their time underground. Druids in the underdark often develop the powers of Cavern Adaptation.

Language: Terran. A druid that starts the game with an adaptation to the Cavern may substitute Terran for one of the bonus languages available to her because of race.

Stonecunning: A 1st level druids adapted to caverns or an underground environment receives the dwarven ability of stonecunning. If the druid has stonecunning already, the druids racial bonus for stonecunning increases from +2 to +4 on checks to notice unusual stonework. This is an extraordinary ability.

Climbing Mastery: Once a 2nd level druid has adapted to the cavern terrain, he can climb with at his normal movement rate instead of halving his normal rate as would be usual. This is an extraordinary ability.

Echoless: A 3rd level druid that has adapted to the caverns knows the importance of sound over sight while under ground. The druid is always considered to be taking-10 on a Move Silently check. Any creature with a sound based Blindsight extraordinary ability must make a Listen check using the Move Silently check as the difficulty to notice the druid using this sense. This ability only functions when the druid is underground or in a cavern. This is an extraordinary ability.

Meld into Stone: A 9th level druid adapted to underground environments may meld with stone as a move-equivalent action. Leaving the stone requires another move-equivalent action. The druid may use this ability as often as he likes but the character can remain bonded to a stone for only 10 minutes per druid level each day. A dispel magic spell has no effect on the druid melded with stone but all other spells effect the druid as normal for a meld with stone spell. This is a supernatural ability.


Desert Adaptation

Druids that allow themselves to adapt to desert environment develop darker skin than normal for their race. They often dress in Aba and avoid any form of armour that can make it all but impossible to avoid the effects of extreme heat.

Language: Draconic. A druid that starts the game with an adaptation to deserts may substitute Draconic for one of the bonus languages available to him because of his race.

Water Sense: A 1st level druid adapted to desert conditions become extremely sensitive to water. The druid automatically detects any water within 100 ft As a full round action the druid may make an Intuit

Direction check (DC 20). If the check is successful, the character knows the direction to nearest source of water. This supernatural ability only functions if the water is within one mile per level.

Water Retention: A 2nd level druid adapted to desert conditions retains water far longer than normal. The character adds his druid level to his constitution before determining how long he can go without water. In addition, the desert-adapted druid makes a fortitude saving throw to avoid the effects of thirst instead of the normal constitution check. This is an extraordinary ability.

Heat Resistance: At 3rd level, a Desert adapted druid may add his charisma bonus as a resistance bonus to saving throws to avoid the effects of extreme heat (minimum: +1). This is an extraordinary ability.

Fire Resistance: A 9th level druid adapted to desert environments receives 20 points of fire resistance. This is a supernatural ability.


Immersion Adaptation

Druids rarely intentionally adapt to immersion. Only druids from races not native to underwater environments can adapt to immersion. Surviving under water long enough to actually adapt to these conditions requires extensive use of water breathing spells.

Language: Aquan. A druid that starts the game with an adaptation to immersion may substitute Aquan for one of the bonus languages available to him because of his race.

Sea Sight: A 1st level druid adapted to underwater conditions sees underwater as a native creature. Using the rules outlined in Seas of Blood by Mongoose Publishing, the druid doubles the normal distance of vision and may use dark vision at half the normal distances below depths of 50 feet. This is an extraordinary ability.

Water Breathing: A 2nd level druid that adapts to underwater existences acquires the ability to breathe underwater. The character may now freely speak under water, allowing him to use verbal components for spells without difficulty even when completely immersed under water. This is a supernatural ability.

Natural Swimming: A 3rd level druid that adapts to being completely immersed in water develops a swim speed equal to his normal land movement rate. This allows the character to swim as though it were his normal form of movement. The druid can move through water at this speed without the need to make swim checks. The druid gains a +8 racial bonus to any swim check to perform some special action or to avoid hazards. The druid may take 10, even if rushed or threatened, when swimming. These druids can use the run action while swimming, provided they swim in a straight line. This is a supernatural ability.

Pressure Resistance: A 9th level druid that has adapted to underwater existence develops a complete immunity to any crushing damage from great depths. This is an extraordinary ability.


Jungle Adaptation

Jungle adapted druids often appear very similar to woodland adapted druids. Jungle adaptation occurs in thick tropical jungle as opposed to the temperate woodland terrain. The general humidity means that Jungle Adapted druids wear less than their woodland peers.

Language: Draconic. A druid that starts the game with an adaptation to the Jungle may substitute draconic for one of the bonus languages available to him because of his race.

Swift Stride: A 2nd level druid adapted to a jungle terrain may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid. This is an extraordinary ability.

Trackless Step: A 3rd level druid adapted to a jungle terrain leaves no trail in jungle surroundings and cannot be tracked except by another druid. This is an extraordinary ability.

Jungle Immunity: A 9th level druid that adapts to a jungle develops a powerful immunity to all natural diseases and the insects that act as vectors for them in the tropical climate. All vermin of tiny size or smaller will actively avoid the druid and remain at least 5 ft from him at all times. In addition, any spell that uses insects to attack (summon swarm, insect plague etc.) is completely ineffective against the druids and will simply bypass him. This power offers no protection against diseases inflicted through injury or supernatural diseases such as mummy rot or devils chills. This is an extraordinary ability.


Lake Adaptation

The Lake Adaptation is also called the River Adaptation. Druids that live near or venture out on fresh water regularly begin to develop this adaptation.

Language: Aquan. A druid that starts the game with an adaptation to a Lake may substitute Aquan for one of the bonus language available to him because of his race.

Nature Sense: The druid with a river adaptation may identify any plant or animal that lives in or near fresh water.

Voice of the Tributaries: The spirits of the river can actively carry the voice of the druid down stream. A 2nd level druid can use a special form of whispering wind at will. The druid must be standing on or within 5 ft of a river or stream to use this ability. He can only send messages spoken in Aquan and the designated spot must be down stream, either on or within 5 ft of the river, stream or some other large source of fresh water into which the tributary the druid is standing on flows into. In all other ways, treat this as a whispering wind spell like ability useable once every ten minutes. This is a spell like ability.

Water Walking: A 3rd level druid that has adapted to lakes and river may walk on water as though it were solid ground. If the character falls into water, this power does not function. The druid must step onto the water from solid ground to be able to use this power. This power only operates on stagnant, still or very slow moving water. Rivers, streams or any other water with a disturbed surface cannot be walked on using this power. This ability cannot be activated once a character is immersed in water and, unlike water walk; the druids feet actually touch the surface of the water. This is a supernatural ability.

Breathless: A 9th level druid adapted to lakes gains the ability to hold his breath for extended periods. The character may make a Concentration check instead of a Constitution check to resist the effects of drowning or suffocation by using a standard action each round. This is an extraordinary ability.


Mountain Adaptation

Many druids that venture out into the mountains develop a strange affiliation for their surroundings, learning to predict disasters and to climb the mountain, calling on its ancient spirit to aid them with the dangerous choices a climber makes every second.

Language: Auran or Terran. A druid that starts the game with an adaptation to the Mountains may substitute either Auran or Terran for one of the bonus languages available to him because of his race.

Disaster Sense: A 1st level druid adapted to a mountain senses any natural disasters related to the mountain, mud slides, rock slides, avalanches, etc. at least 10 minutes per druid level before it happens. Disasters intentionally caused by others are not detected using this ability. This is an extraordinary ability.

Climbing Mastery: Once a 2nd level druid has adapted to the mountain terrain, he can climb with at his normal movement rate without taking any penalty to the Climb check. In addition, the druid retains his dexterity bonus to his armour class while climbing. This is an extraordinary ability.

Slow Fall: A 3rd level druid that has adapted to a mountain terrain can use a wall or sheer cliff face to slow his fall. The druid takes damage as if the fall were 20 feet shorter than it actually is. This is an extraordinary ability.

Spirit of the Mountain: A 9th level druid adapted to the mountains may use his wisdom modifier in place of the normal ability modifier when using the Balance, Climb and Jump skills. This is an extraordinary ability.


Prairies Adaptation

The Prairies are cultivated grasslands used by humans in particular to graze their herd animals. Though often under the control of human settlements, the Prairies are home of animals and plants that could not exist elsewhere.

Language: Sylvan. A druid that starts the game with an adaptation to the prairie may substitute sylvan for one of the bonus languages available to him because of his race.

Warning of the Herd: The herd is ever alert for predators. On the open prairie, the trained senses of the herd can detect an enemy over great distances. The 1st level druid that has adapted to the environment adds +100 ft to the rolled spotting distance to notice other creatures. The druid does not increase the distance at which he automatically notices other creatures but is simply allowed to make a roll when those creatures are further away than normal. This power only works on the open prairie and does not help if mist, lighting or other conditions are limiting line of sight. This is an extraordinary ability. For example: in grassland, the normal spotting distance is 12d6 x 20 ft - an average of 420 ft A druid would be able to notice another creature at a range of 520 ft instead. The 210-ft distance at which both groups automatically notice each other is not increased by this power.

Fleet of Foot: A 2nd level druid that has adapted to a prairie moves faster than normal for his race by +10 feet when wearing no armour, light armour or medium armour (and not carrying a heavy load). This ability does not stack with the barbarian fast movement ability or any other similar abilities. This is an extraordinary ability.

Trackless Step: A 3rd level druid adapted to a prairie terrain leaves no trail in prairie surroundings and cannot be tracked except by another druid. This is an extraordinary ability.

Path Finder: A 9th level druid adapted to the prairies may make an Intuit Direction check to sense the direction toward any settlement on the prairies and the shortest route to the direction. The druid can use this power to know the direction to a settlement he has heard of or had described to him or he can use it to locate the nearest settlement of a specific size. The size of the settlement determines the difficulty for the Intuit Direction check. This is an extraordinary ability.


Number of Inhabitants DC
25,001 plus automatically successful
15,001 - 25,000 5
801 - 15,000 10
201 - 800 15
101 - 200 20
51 - 100 25
10 - 50 30
9 or less 35

Savannah Adaptation

These ancient grasslands are home to all manner of beautiful and dangerous creatures. Beneath the tall grasses, an unseen world is filled with all manner of struggles and conflicts. It is into this world that a Savannah druid immerses himself.

Languages: Sylvan. A druid that starts the game with an adaptation to Savannah may substitute Sylvan for one of the bonus language available to him because of his race.

Warning of the Herd: The herd is ever alert for predators. In the open savannah, the trained senses of the herd can detect an enemy over great distances. The 1st level druid that has adapted to the environment adds +100 ft to the rolled spotting distance to notice other creatures. The druid does not increase the distance at which he automatically notices other creatures but is simply allowed to make a roll when those creatures are further away than normal. This power only works on the open savannah and does not help if mist, lighting or other conditions are limiting line of sight. This is an extraordinary ability. For example: in grassland, the normal spotting distance is 12d6 x 20 ft - an average of 420 ft A druid would be able to notice another creature at a range of 520 ft instead. The 210-ft distance at which both groups automatically notice each other is not increased by this power.

Grass Crouch: A 2nd level druid that has adapted to the savannah may crouch in the tall grass and remain unseen. As a standard action, the druid can take advantage of the grass to take-10 on his hide check. The druid must be in grasses of at least waist height to use this power, meaning the power is generally only useful during the wet season when high grasses are common. This is an extraordinary ability.

Trackless Step: A 3rd level druid adapted to the savannah leaves no trail in open natural surroundings and cannot be tracked. This is an extraordinary ability.

Hide in Grasses: Out on the savannah, many creatures know how to simply vanish into the high grass. A 9th level druid that has adapted to the Savannah can make a Hide check to simply vanish from sight so long as he is standing in grasses at least waist high. It does not matter if he is being observed but it does require a standard action. This power is generally only useful during the wet season when the grasses are tall but like most Savannah creature, the druid migrates to the forest during the dry seasons and adopts the powers of the forest instead. This is an extraordinary ability.


Seafaring Adaptation

Out on the ocean wave, many druids venture forth onto the waves. Here they can explore the power of one of natures most potent forces. By pirate ship or trading vessel, the druid can explore the power of water and learn to adapt to this terrible force.

Language: Aquan. A druid that starts the game with an adaptation to Seafaring may substitute Aquan for one of the bonus language available to him because of his race.

Weather Sense: A 1st level druid adapted to seafaring acquires the ability to predict the weather for a number of days in advance equal to his class level divided by two, rounded up. The Games Master may simply related, in broad descriptions, the weather for the next few days. This is an extraordinary ability.

Speed of the Fish: A 2nd level druid adapted to seafaring doubles his normal swimming speed. This speed is calculated normally, taking into account the druids encumbrance etc. and than simply doubled. This is an extraordinary ability.

Salt Synthesis: A 3rd level druid adapted to seafaring gains the ability to subsist on seawater for an indefinite period. This is an extraordinary ability.

Breathless: A 9th level druid adapted to seafaring gains the ability to hold his breath for extended periods. The character may make a Concentration check instead of a Constitution check to resist the effects of drowning or suffocation by using a standard action each round. This is an extraordinary ability.


Steppe Adaptation

The flat treeless terrains are renowned for the rich black soil and cold brisk winds. This arid terrain is nowhere near as lifeless as it at first appears. Survival on the steppes depends on an ability to move swiftly to where the food can be found. Druids on the steppes do not stay in one place for very long. On the plane, the most important ally a druid can have is his horse.

Language: Sylvan. A druid that starts the game with an adaptation to the steppes may substitute sylvan for one of the bonus languages available to him because of his race.

Horse Ally: A 1st level druid adapted to the steppes can befriend one horse or other ridden animal without the creatures Hit Dice counting against his or her normal maximum. A druid starting with an adaptation to the Steppe terrain begins with a Horse or Riding Dog in addition to his normal 2 Hit Dice of animal companions. This is an extraordinary ability.

Spirit of the Herd: A 2nd level druid has such a close bond with the spirit of the steppes that he receives a sacred (or profane) bonus to Handle Animal and Ride checks equal to his wisdom bonus (minimum: +1) in relation to herd animals and animals conventionally used for riding on the steppes (i.e. horses). This is an extraordinary ability.

Trackless Step: A 3rd level druid adapted to the steppes leaves no trail in the rich black soil and cannot be tracked except by another druid. This is an extraordinary ability.

Loose Earth: A 9th level druid grants his steed the ability to leave no trail when on the Steppes. In addition, the druids steed benefits from a freedom of movement effect so long as the druid is riding the steed. This is a supernatural ability.


Swamp Adaptation

Perhaps one of the nastier adaptations to which a druid can take; there is something unsavoury about a druid that has spent too much time within swamps and marshlands.

Language: Aquan. A druid that starts the game with an adaptation to a swamp environment may substitute Aquan for one of the bonus languages available to him for race.

Marsh Stride: A 2nd level druid adapted to a swamp environment may move through water, mud and vegetation that would normally impede his movement at normal speed without suffering damage or other impairment. However, spell effects and the supernatural or spell-like abilities of monsters cannot be bypassed using this ability. This is an extraordinary ability.

Crocodile Crouch: A 3rd level druid adapted to the swamp receives a +12 racial bonus to Hide checks while submerged. This ability requires the druid to survive the risks of submersion while hiding, either through holding his breath or the water breathing spell. This is an extraordinary ability.

Swamp Immunity: A 9th level druid that adapts to a swamp develops a powerful immunity to all natural diseases and the insects that act as vectors for them in the tropical climate. All vermin of tiny size or smaller will actively avoid the druid and remain at least 5 ft from him at all times. In addition, any spell that uses insects to attack (summon swarm, insect plague etc.) is completely ineffective against the druids and will simply bypass him. This power offers no protection against diseases inflicted through injury or supernatural diseases such as mummy rot or devils chills. This is an extraordinary ability.


Woodland Adaptation

Language: Sylvan. A druid that starts the game with an adaptation to the woodland may substitute sylvan for one of the bonus languages available to him because of race.

Woodland Stride: A 2nd level druid adapted to a woodland terrain may move through natural thorns, briars, overgrown areas, and similar terrain at him normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid. This is an extraordinary ability.

Trackless Step: A 3rd level druid adapted to a woodland terrain leaves no trail in woodland surroundings and cannot be tracked except by another druid. This is an extraordinary ability.

Venom Immunity: A 9th level druid adapted to woodland terrain gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas. This is an extraordinary ability.


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