Sunday, August 16, 2020

Druid of Wood and Flame

Green Scourge is an interesting Druid archetype, focusing on Shillelagh and Flame Blade oddly enough, but I hope I've done it decently enough when I've slapped it onto an Elf.

Acharriel [Sindarin: "Daughter of Avenger"/"Fiery Person"]

"For the Wilds!"

by Joseph Whitman

Not all druids spend their days tending gardens and fostering forest creatures. There are some of a more militant sect that devote themselves to purging the taint of unnatural creatures from the wilds of the world. These Green Scourges are masters at harnessing nature's wrath, channeling it into mighty oaken clubs and blades of pure flame.

When Acharriel meditates each morning, it is to beseech the Will of the World to make her its avatar of vengeance. She works herself into a righteous fury, thinking of all the harm such abominations will do if left unchecked, and channels her rage into all-consuming flame that will purify the wilds of their presence.

Wiser and more peaceful druids are not fond of the Scourges, but recognize the need for their brand of verdant vengeance. Such individuals stay clear of Scourge Circles, letting them do their business unimpeded and then cleansing the aftermath with restorative magics.

Acharriel is ever vigilant, and once she has decided an element must be purged, it will take quite a bit of convincing from any non-druid to sway her hand. She adheres to the counsel of other druids and respects their judgment, knowing that while her rage is her greatest strength, it can also blind her from the details and the bigger picture.

Stat Roll

STR 10

CON 14 (-2 Racial) = 12 (+1)

DEX 15 (+2 Racial) = 17 (+3)

INT 11 (+2 Racial) = 13 (+1)

WIS 16 (+3)

CHA 10 (-1)

Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.

Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

+2 to Perception checks

Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision

Speaks Common, Elven, Druidic, and Sylvan

Traits:

Warrior of Old (Elf) - +2 to Initiative

Treerazer's Bane (Kyonin) - You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

Feats

Weapon Finesse

Skills

5/level

Acrobatics (+3 Dex) = +4

Knowledge (Dungeoneering) (+3 Class Skill) (+2 Scourge) (+1 Int) = +7

Knowledge (Nature) (+3 Class Skill) (+1 Racial) (+1 Int) = +6

Perception (+3 Class Skill) (+2 Racial) (+3 Wis) = +9

Survival (+3 Class Skill) (+3 Wis) = +7

Fire Domain

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Spells:

Detect Poison

Light

Purify Food and Drink

[Domain] Burning Hands

Aspect of the Falcon

Cure Light Wounds

Equipment:

120 max gp

Sickle - 6gp, 1d6 damage, x2 crit, 2lbs.

Scimitar - 15gp, 1d6 damage, 18-20/x2 crit, 4lbs.

Shortbow - 30gp, 1d6 damage, x3 crit, 60ft. range, 2lbs.

Arrows (20) - 1gp, 3lbs.

Heavy Wooden Shield - 7gp, +2 AC, -2 armor check, 10lbs.

Hide Armor - 15gp, +4 AC, +4 Max Dex Bonus, -3 armor check, 20ft spd., 25lbs.

Spell Component Pouch - 5gp, 2lbs.

FeatProg:

1st Weapon Finesse

3rd Dervish Dance

5th Spell Focus (Evocation)

7th Spell Specialization (Flame Blade)

9th Quick Wild Shape

11th Greater Spell Focus (Evocation)

13th Elemental Focus (Fire)

15th Greater Elemental Focus (Fire)

17th Burning Amplification

19th Empower Spell

Green Scourge Archetype

Nature’s Armaments

A green scourge can lose a prepared 1st- or 2nd-level spell in order to cast shillelagh or flame blade, respectively. She can instead choose to lose a higher-level spell in order to increase the enhancement bonus of her shillelagh, or to add any of the following weapon special abilities to her shillelagh or flame blade: bane (aberrations only), frost, mighty cleaving, returning, shock, throwing, or vicious. If the target weapon is a quarterstaff, these bonuses apply to only one of its ends. If a flame blade gains the frost or shock special ability, the base damage of the spell changes to match the energy type; neither a flame blade nor shillelagh can gain both of these special abilities. A green scourge cannot add the throwing property to a flame blade unless she also adds the returning property.

When adding weapon special abilities or increasing the enhancement bonus, the final level of the spell expended is 1 higher than the base spell level (2nd for shillelagh and 3rd for flame blade), increased by the additional special abilities’ total base price modifier. For example, creating an aberration–bane vicious flame blade requires spending a 5th-level spell slot, which also counts as a 5th-level spell for purposes of dispelling.

This ability alters spontaneous casting.

Aberration Sense (Ex)

At 1st level, a green scourge adds Knowledge (dungeoneering) to her class skills and gains a +2 bonus on Knowledge (dungeoneering) checks.

This replaces nature sense.

Scentless (Ex)

At 3rd level, a green scourge cannot be detected or tracked with the scent ability or any other special senses that rely on acute smell. She can choose to exude a scent if desired.

This ability replaces trackless step.

Resist Unnatural Influence (Ex)

At 4th level, a green scourge gains a +4 bonus on saving throws against aberrations’ spell-like abilities, supernatural abilities, and poisons.

This replaces resist nature’s lure.




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