Ruins of Adventure
Subteranean Druid
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Base Class Statistics:
- Ability Requirements: Reason 9, Intuition 12, Leadership 15
- Alignments: True Neutral
- Experience Chart: Specialty Priest
- Hit Dice: d8
- Maximum Hit Dice: 9d8
- Additional Hit Points: +2 per level beyond 9th
- Attack: Priest
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Saves:
- Paralyzation/Poison/Death: as Priest
- Rods/Staves/Wands: as Priest
- Petrification/Polymorph: as Priest
- Breath Weapon: as Priest
- Spell: as Priest
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Proficiencies:
- Weapons, Initial: 2
- Weapons, Advancement: +1 per 4 levels
- Non-Weapon, Initial: 4
- Weapons, Advancement: +1 per 3 levels
- Bonus Proficiencies: Blind-Fighting, Spelunking, Survival (subteranean)
- Allowed Weapons: Club (any), Dagger (any), Glove Nail, Hand Crossbow, Head Spike, Katar, Knee Spike, Knife (any), Miner’s Pick, Shovel, Sling (any)
- Allowed Armor: Non-metal armor, Wooden shields
Class Features:
Subteranean Druids have major access to the following spheres: All, Animal, Earth, Fire, Guardian, Protection, Sun, and Water. They have minor access to the Combat, Necromantic, Plant, and Travelers spheres. Subteranean Druids have access to the religion-specific spells of Shar, the patron goddess of darkness and caves, so long as they fall within their allowed spheres.
A Subteranean Druids has a -2 penalty on saving throws against spells or effects creating bright light, such as continual light.
Due to long enmity, dwarves react to Subteranean Druids at -2. (The reverse is also true.)
A Subteranean Druids identifies with perfect accuracy pure water, fungi, subterranean animals, and all slimes, puddings, jellies and molds (including monster types) at 3rd level.
A Subteranean Druids learns the languages of subterranean creatures (orcs, goblins, dwarves, troglodytes, xorn, etc.), gaining one extra proficiency slot every three levels (at 3rd, 6th, etc.) for this purpose.
A Subteranean Druids controls fungi, jellies, molds, oozes, puddings, and slimes (nonintelligent or of animal Intelligence) at 7th level. The druid can use this power once per day to control 1 Hit Die of creatures per level. It affects only a 30-yard radius around the druid. For instance, Rybna, a 10th-level druid, could control two 5 HD slimes or one 10 HD pudding. The creatures receive no saving throw, but remain controlled only as long as they stay within 30 yards of the druid. An uncontrolled creature reverts to its normal behavior patterns. A gray druid like Rybna will not send a controlled monster to its death unless by doing so she can protect the subterranean ecology. This power does not animate a stationary entity or grant it any new abilities. (Rybna could command a shrieker to shriek or be silent or move, but not to sing or speak.) Control lasts for one turn per level of the druid.
A Subteranean Druids shapechanges into a normal reptile, a normal mammal, or a nonpoisonous giant spider at 7th level; the druid can assume each form once per day. The druid can change only into a reptile or mammal that dwells underground, such as a mole, badger, tunnel snake, etc. This otherwise functions as the standard Druid ability.
Gray druids use a puffball mushroom grown and harvested in complete darkness as their holy symbol.
See Druids for details on the druidic hierarchy and advancement.