Celadonian
Druid
Prestige Class – Druid Based
Hit Die: d8 Skill Points 4+Int per
level
Pre-requisites:
Class: Druid
Alignment: Neutral Good
Feat: Martial Weapons Proficiency
Location:
1st Novice Healthsense 10%,Nature Sense +1
level Druid
2nd Initiate Healthsense
20% +1
level Druid
3rd Aspirant 9st Circle Healthsense
30% +1
level Druid
Woodland Stride, Trackless Step
4th Aspirant 8st Circle Healthsense
40% +1
level Druid
5th Aspirant 7st Circle Healthsense
50% +1
level Druid
6th Aspirant 6st Circle Healthsense
60% +1
level Druid
7th Aspirant 5st Circle Healthsense
70% +1
level Druid
Wild Shape 3/day,
Resist Natures Lure
8th Aspirant 4st Circle Healthsense
80% +1
level Druid
9th Aspirant 3st Circle Healthsense
90% +1
level Druid
10th Aspirant 2nd Circle 2nd Ward Mastery +1 level
Druid
11th Aspirant 1st Circle 3rd Ward Mastery +1 level
Druid
12th Druid 4th
Ward Mastery +1
level Druid
13th Arch Druid 5th Ward Mastery +1 level
Druid
14th Great Druid 6th Ward Mastery +1 level
Druid
15th Grand Druid 7th Ward Mastery +1 level Druid
Nature
Sense: A druid can identify plants and animals (their species and
special traits) with perfect accuracy. The druid can determine whether water is
safe to drink or dangerous.
Woodland
Stride: Starting at 3rd level, a druid
may move through natural thorns, briars, overgrown areas, and similar terrain
at his or 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.
Trackless
Step: Starting at 3rd level, a druid
leaves no trail in natural surroundings and cannot be tracked.
Resist
Nature's Lure: Starting at 7th level, a druid
gains a +4 bonus to saving throws against the spell-like abilities of feys.
Celadonian Druids have been taught by the Druidess Sakina to delve into the
Healthsense early, but it the lower level druids
imperfect understanding means their success is intermittent.
2nd Ward
3rd Ward
4th Ward
Lordsfire: This is the physical
manifestation of the fury of nature. This fire, always blue, is pure divine
fire and normal protections do not work (including SR). No save is allowed,
Range is 400feet +40ft/level and this is a 1 action at
will power. A Lord must have his staff to throw this. A ranged touch attack to
hit is required and can be on a single target. Damage is the Druids Wisdom plus
1d8. The fire may also be used to block energy attacks
and can deflect up to x4 the Druids Wisdom. Celadonian
Druids cast this from their hands and may split damage to 2
targets (-5 TH each target) or use part for attack and part for defense (evenly
splitting damage potential).
Life Energy Drain Immunity: This is an automatic successful save against any Life Energy Drain
attack and always the minimum levels is drained if a
random number. If no save is allowed, a normal save is
given vs the Energy Drain.
Immortality: Celadonain Druids can suspend all life
functions including breathing, heartbeat and eating. The do not age (still
affected by magical aging).
They are considered Outsiders at this
point in their progression in the Wards. This makes them immune to normal
poisons (not magical), normal diseases (not magical) and have no need for air
(not magical gases, however, but they take ½ damage). By tradition they
normally enable their life functions and it takes 1
full round to suspend them.
5th Ward
Ward of Warning: This sphere is a 20ft radius per level of the Druid (but may be
smaller) and may be visible (as a blue shimmering) or not at casters desire. It
causes x2 the casters wisdom in Lordsfire damage each
round spent inside, no To Hit or save required. It will automatically deflect
damage at x8 the casters wisdom in Lordsfire for each
attack. It may be taken down by a Wish, Miracle, or
Sin spell cast upon it. It normally lasts 1 day/level but may become permanent
if the caster expends 2500xp. Either way, the castin
exhausts the caster (loses 6 levels immediately through exhaustion, recovers
the levels normally) and must make a Concentration Check for every spell cast
until fully rested (DC15+spell level).
6th Ward
Firelions
7th Ward
Earthsblood - Unlimited Wish power and only
one being in the multiverse may possess the Earthsblood..