Swamp Druid

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Base Class Statistics:

  • Ability Requirements: Health 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
  • Saves:
    • Paralyzation/Poison/Death: as Priest
    • Rods/Staves/Wands: as Priest
    • Petrification/Polymorph: as Priest
    • Breath Weapon: as Priest
    • Spell: as Priest
  • Proficiencies:
    • Weapons, Initial: 2
    • Weapons, Advancement: +1 per 4 levels
    • Non-Weapon, Initial: 4
    • Weapons, Advancement: +1 per 3 levels
    • Bonus Proficiencies: Survival (swamp), Swimming, Venom Handling, Waterproofing
  • Allowed Weapons: Blowgun, Club (any), Dagger (any), Gaff Hook, Harpoon, Knife (any), Machete, Net, Quarterstaff, Sling (any), Trident
  • Allowed Armor: Non-metal armor, Wooden shields

Class Features:

Swamp Druids have major access to the following spheres: All, Animal, Creation, Earth, Necromantic, Protection, Water, and Weather. They have minor access to the Charm, Healing, Plant, and Wards spheres. Swamp Druids have access to the religion-specific spells of Eldath, the patron goddess of pools and streams, so long as they fall within their allowed spheres.

A Swamp Druid’s clothing frequently looks caked with mud and often drips with swamp water. He always has a faint odor of the swamp about him. His lack of cleanliness gives him a -1 penalty to reaction adjustment from most people and a -3 penalty regarding upper-class individuals, such as gentry or nobles.

A Swamp Druid has an immunity to insect-transmitted diseases common to swamps, such as malaria, and a +2 bonus on saving throws vs. any other diseases.

A Swamp Druid receives a +1 reaction adjustment from normal animals that live in swamps (such as crocodiles) and from monsters whose habitat is a swamp or marsh for instance, black dragons, bullywugs, and lizard men.

A Swamp Druid learns the languages of intelligent humanoids and monsters that inhabit the swamp (black dragons, bullywugs, lizard men, shambling mounds, will o’ wisps, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.). (Note that to “speak” with a will o’ wisp, a swamp druid needs a light source, such as a hooded lantern, to signal with.)

A Swamp Druid identifies plants, animals, and pure water with perfect accuracy at 3rd level.

A Swamp Druid passes through overgrown areas and mud at the full movement rate without leaving a trail at 3rd level. The swamp druid can use this power to cross quicksand without sinking.

Beginning at 5th level, a Swamp Druid may use the animal friendship spell (which usually affects only normal or giant animals) to influence semi-intelligent swamp-dwelling monsters or those of animal Intelligence. The effects on such monsters, including catoblepas and hydras, remain those of animal friendship. The druid has to want to befriend the monster, not use it as sword-fodder.

A Swamp Druid shapechanges into a normal reptile, bird, or mammal up to three times per day at 7th level. The druid can assume only the form of real-world creatures that live in swamps or wetlands (crocodile, frog, marsh bird, snake, etc.). The druid can adopt each animal form (reptile, bird, or mammal) once per day. This otherwise works as the standard Druid ability.

A Swamp Druid casts an insect plague (as the spell) once per day at 7th level. This power works only when the druid is within the boundaries of a swamp or marsh.

A swamp druid uses as a holy symbol a vial of water from a sacred swamp.

See Druids for details on the druidic hierarchy and advancement.

Swamp Druid

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