A No Quarter Web Extra By Doug Seacat. Path Exclusivity. Earth Paths
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1 Circle Orboros Paths of Power A No Quarter Web Extra By Doug Seacat 2 This article contains additional content for the article The Wilding Way that premiered in No Quarter Magazine #10, p. 64. In order to use the Paths of Power described here, you will need the rules from that issue. The following optional abilities, in addition to class abilities, allow qualifying druids to further specialize their power over nature. Mastery of these paths derives from millennia of organized exploitation of natural power and systematic training with the Circle Orboros. Most druids focus on one of these categories. Each category requires the druid to have become at least an Initiate of the appropriate Path of Orboros (see NQM#10, pg. 70). Certain specialized paths may require a higher title on the corresponding Path of Orboros. To acquire the benefits of a path, the druid must meet all prerequisites and undergo any initiation requirements. If a path requires payment in XP, the druid can only pay the XP cost if doing so will not reduce their experience below the minimum for their current level. While permanent, these benefits remain linked to the druid class; any situation that strips a druid of class abilities also causes the loss of path abilities. Paths of power do not cost feat slots to attain. Path Exclusivity Joining any path immediately makes certain other paths unavailable as the druid focuses their natural power in a specific direction. The following chart indicates which paths are exclusive of one another. Paths on the same row cannot be taken together. Path Exclusivity Chart Earth Shaper Path Storm Shaper Path Beast Shaper Path Stone Nature s Wrath Bonded Beast Wayfarer Unraveling Beast Mind Vitality Locus Shifter Earth Paths These attract those who draw on primal energy stored within and passing within the earth. Drawing on the nurturing strength of plants rooted in the earth, some masters have learned how to prompt regeneration and rapid healing, while others can vanish from one location only to reappear at another. What about the Blackclad Prestige Class? The Blackclad prestige class remains a viable option for druids seeking to master stone and earth and learn to craft the signature elemental constructs serving the Circle Orboros. Members of this prestige class come from a more extensive and formalized system of study not directly related to the Paths of Power listed below. At and level of the Blackclad prestige class you gain the Earth Shaper path. For example, a Circle Druid chooses to become an Earth Shaper Initiate at level and an Earth Shaper Disciple at 10th level before joining the Blackclad prestige class. He would rise to Earth Shaper Master on becoming a level Blackclad. If he reached level as a Blackclad he would become an Earth Shaper Prime. Path of Stone Druids on the Path of Stone have learned how to spontaneously manipulate and manifest rocks and stones, drawing more readily upon that type of spell energy. Prerequisites: Earth Shaper Initiate, Craft (stoneworking) 7 ranks. Initiation Requirement: 1500 XP; 1 level already on the Path of Stone. provided under Spontaneous Casting, those on the Path of Stone may add the following specific spells to the list of those they can spontaneously cast:
2 Path of Stone Magic stone Soften earth and stone Spike growth Spike stones Transmute rock to mud ransmute mud to rock Move earth Flesh to stone, stone to flesh Earthquake Imprisonment, freedom Special: A druid on the Path of Stone cannot join the Path of Nature s Wrath or the Bonded Beast. Wayfarer One of the rarer and more esoteric disciplines, those who learn the Path of the Wayfarer can tap more directly into the ley lines below the earth and draw on these energies to move from place to place. Wayfarers harness some of the latent energies in stones and trees to move instantly over great distances. Prerequisites: Earth Shaper Initiate, Knowledge (nature) 10 ranks, Knowledge (geography) 10 ranks. Initiation Requirement: 2000 XP; 1 level already on the Wayfarer. provided to all druids under Spontaneous Casting, those on the Wayfarer may add the following spells to the list of those they can spontaneously cast: Wayfarer * new spell Longstrider Expeditious Retreat Meld into stone Ley Line Step* Tree stride Find the path Greater scrying Reverse gravity Walk the Line* Wayfarer cannot belong to the Path of Unraveling or the Beast Mind. New Spells Ley Line Step Conjuration (Teleportation) [Earth] : Dru 4 ( Wayfarer only) Components: V Casting Time: 1 standard action Range: Long (400 ft ft./level) Target: You and touched objects Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired by simply visualizing the area. After using this spell, you cannot take any other actions until your next turn. You can bring along objects as long as their weight does not exceed your maximum load. If you would arrive in a place already occupied by a solid body, the spell fails. Walk the Line Conjuration (Teleportation) [Earth] : Dru 9 ( Wayfarer only) Components: V, S Casting Time: 1 standard action Range: Personal and touch Target: You and touched objects Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) This spell instantly transports you safely to the center of a designated sacred site, including a ceremonial ring of stones set in place by druids of the Circle Orboros, as far away as 100 miles per caster level. You can bring along objects so long as their weight does not exceed your maximum load. You must have personally visited that location at some point in the past, although the location need not remain identical. You must be within 100 miles of a sacred site including a Circle Orboros ceremonial stone ring when casting this spell. The destination must be connected to the sacred site nearest you by a chain of similar sites each within 300 miles of one another. If this chain is broken at any point, or if there is no way to arrive safely at the destination, you will be transported to the center of the nearest connected sacred site. If any of these conditions are not met, the spell fails. Path of Vitality Those on the Path of Vitality draw more directly on the power within the earth and forests to enhance their own vitality and enhance their powers to mend living flesh. Prerequisites: Earth Shaper Disciple, Heal 13 ranks. Initiation Requirement: 2,500 XP; 1 week training with a druid of at least 12th level already on the Path of Vitality. Benefit: A druid initiated to the Path of Vitality becomes immune to all diseases, including supernatural and magical diseases, and gains the ability to heal at twice the normal rate. Druids on the Path of Vitality also regenerate lost limbs at a slow rate, 1d6+1 days for a reattached limb, 2d20+30 days to regrow a limb entirely. Additionally, such a druid can now utilize rejuvenation on others but runs a risk of suffering Pain of Healing. A druid always runs a 20% risk when sacrificing a spell to cure another person that he will need to roll on the Pain of Healing chart (IKCG, p ), regardless of the religion or alignment of the target. If Pain of Healing occurs, roll an unmodified 1d6 on each chart to determine the consequences to the druid and the subject of healing. Special: A druid on the Path of Vitality cannot belong to the Locus or the Shifter. Paths of Power - Web Extra 3
3 Paths of Power - Web Extra Storm Paths These are the most offensive and deadly powers a druid can master, tapping into the raw power of natural chaos in its most elemental form. Some masters of this path learn to call on nature s power to unravel the magic of arcanists or priests. Path of Nature s Wrath Individuals on the Path of Nature s Wrath have focused most directly on the tremendous destructive energies of nature and can bring them forth against enemies even when caught unprepared. Prerequisites: Storm Shaper Initiate, Spell Focus (evocation), Survival 8 ranks. Initiation Requirement: 2,000 XP; 1 level already on the Path of Nature s Wrath. provided under Spontaneous Casting, those on the Path of Nature s Wrath may add the following spells to the list of those they can spontaneously cast: Path of Nature s Wrath Produce flame Fog cloud Call lightning Ice storm Call lightning storm Cone of cold Control weather Whirlwind Storm of Vengeance Special: A druid on the Path of Nature s Wrath cannot join the Path of Stone or the Bonded Beast. Path of Unraveling An area of particular defensive strength, the druids of the Path of Unraveling focus on combating the magic of outsiders. They are able to wield natural energy to disrupt those who would try to bend reality in their presence. Prerequisites: Storm Shaper Initiate, Spellcraft 8 ranks. Initiation Requirement: 1500 XP; 1 week training with a druid of at least level already on the Path of Unraveling. provided under Spontaneous Casting, those on the Path of Unraveling may add the following spells to the list of those they can spontaneously cast: Path of Unraveling Remove fear Lesser restoration Quench Dispel magic Restoration Dispel magic, greater True seeing those on this path ignore the material component requirement for this spell Restoration, greater Antimagic field Special: A druid on the Path of Unraveling cannot join the Wayfarer or the Beast Mind. Locus Only those with a deeper understanding of the fundamental nature of their power and the energies of nature can master the Locus. In doing so they are able to internalize their magic, no longer relying as heavily on spells to manifest natural power. Prerequisites: Storm Shaper Disciple, Knowledge (arcana) 13 ranks. Initiation Requirement: 3,000 XP; 1 12th level already on the Locus. Benefit: Upon completing this training, the druid can use one of his divine spell slots to permanently prepare one of his divine spells as a spell-like ability that can be used twice per day. The druid does not use any components when casting this spell, although he must still pay any required XP costs. The spell normally uses a spell slot of the spell s level (or higher, if the druid chooses to permanently attach a metamagic feat to the spell chosen). The druid can use an available higher-level spell slot to use the spell-like ability more than twice per day. Allocating a slot three levels higher allows him to cast the spell four times per day, and a slot six levels higher lets him cast it six times per day. Each time the druid gains a new druid spell level they have a one-time opportunity to change the spell selected for the Locus, giving up the old one to replace it with a new one. Locus cannot join the Path of Vitality or the Shifter. Beast Paths Orboros encompasses the predatory beasts of the wild as well as storm and earth. Some druids use their power to call forth allies from the wilderness, controlling dangerous animals to fight in their stead. Others tap into the essence of predation, casting aside their humanity to transform their bodies and truly becoming one with the mind of beasts. Beast Mind Those on the Beast Mind have focused their power on understanding and manipulating the minds of beasts, learning how to both control and call them when in need. Prerequisites: Beast Shaper Initiate, Handle Animal 8 ranks. Initiation Requirement: 1,250 XP; 1 level already on the Beast Mind. provided to all druids under Spontaneous Casting, those on the Beast Mind may add the following spells to the list of those they can spontaneously cast: 4
4 Beast Mind Charm animal Hold animal Dominate animal Summon nature s ally IV Baleful polymorph Summon nature s ally VI Summon nature s ally VII Animal shapes Summon nature s ally IX Beast Mind cannot join the Wayfarer or the Path of Unraveling. Bonded Beast Druids on the path of the bonded beast form a strong connection with a single animal which serves as both a guardian and a weapon to aid in their battles. With this unique bond, the creature grows in power, drawing on the energies of Orboros through its master. Prerequisites: Beast Shaper Initiate, Handle Animal 8 ranks. Initiation Requirement: 1,000 XP; 1 level already on the Bonded Beast; 1 additional week spent locating a suitable animal companion from an appropriate environment. Benefit: Those on this path gain the benefit of an animal companion. The type of companion must be approved by the GM, but one from the following list is suggested, including a level adjustment which must be applied to the Druid s Animal Companion chart (below) when determining its special powers. An animal type cannot be chosen if the indicated adjustment to the druid s level would be 0 or lower. For example, a level druid could choose an argus as an animal companion, but not a saqu. A level druid choosing an argus is considered level on the animal companion chart for purposes of bonus HD, natural armor adjustment, Str/Dex adjustment, bonus tricks, and special powers. Argus (level -5), badger, black bear (level -3), boar (level -3), brown bear (level -6), burrow-mawg (level -2), crocodile (level -3), dog, eagle, hawk, lemax (level -2), owl, raevhan buffalo (level -9), snake (small or medium viper), saqu (level -7), screecher (level -3), skigg (level -2), snake (constrictor or large viper) (level -3), thornwood mauler (level -15), wolverine (level -3), or wolf. This animal is a loyal companion that accompanies the druid on his adventures as appropriate for its kind. Apply the indicated parenthetical adjustment, if any, to the druid s level on the table below for purposes of determining the companion s characteristics and special abilities. The druid s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal s power increases as shown on the table. If a druid releases his companion from service or if the animal companion perishes, it cannot be replaced until 1 season (~3 months) has passed. At that point the druid may gain a new companion by spending a week searching for one and establishing a bond with it. Bonded Beast cannot join the Path of Nature s Wrath or the Path of Stone. The Druid s Animal Companion A druid s animal companion differs from a normal animal of its kind in many ways. A druid s animal companion is superior to a normal animal of its kind and has special powers, described below. Class Bonus Natural Str/Dex Bonus Special HD Armor Adj. Adj. Tricks Link, share spells Evasion Devotion -11th Multiattack 12th Improved evasion 1-20th Animal Companion Basics Use the base statistics for a creature of the companion s kind, but make the following changes. Class The druid s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion s abilities, and certain special animals require an adjustment as listed above. Bonus Hit Dice Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier as normal. Remember that extra Hit Dice improve the animal companion s base attack and base save bonuses. An animal companion s base attack bonus is the same as that of a druid of a level equal to the animal s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster s Hit Dice. Natural Armor Adjustment The number noted here is an improvement to the animal companion s existing natural armor bonus. Str/Dex Adjustment Add this value to the animal companion s Strength and Dexterity scores. Paths of Power - Web Extra 5
5 Paths of Power - Web Extra 6 Bonus Tricks The value given in this column is the total number of bonus tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks require no training time or Handle Animal checks, and do not count against the normal limit of tricks known by the animal. The druid selects these bonus tricks. Once selected, these tricks cannot be changed. Link (Ex) A druid can handle his animal companion as a free action, or push it as a move action, even if he has no ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex) At the druid s option, he may have any spell (but not any spell-like ability) he casts upon himself also affect his animal companion. The animal companion must be within 5 feet of him at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of You on his animal companion (as a touch range spell) instead of on himself. A druid and his animal companion can share spells even if the spells normally do not affect creatures of the companion s type (animal). Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Multiattack An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty. Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails. Shifter Those on the Shifter have so immersed themselves in the minds of beasts and have such a thorough understanding of beast physiology that they have learned to transform into the predators they admire. Prerequisites: Beast Shaper Disciple, Endurance Initiation Requirement: 2,000 XP; 1 12th level already on the Shifter. Benefit: Those on this path gain the Wild Shape ability. The druid is proficient with all natural attacks (claw, bite, etc.) of any form assumed by Wild Shape. This ability allows the druid to turn into any medium or large sized predatory animal and back again. His options for new forms include all creatures with an animal type that is carnivorous or omnivorous. The form chosen must be that of an animal the druid is familiar with. This ability functions like the Alternate Form special ability, except as noted. The effect lasts for 1 hour per druid level, or until he changes back. Changing form (to animal or back) requires a standard action and does not provoke an attack of opportunity. Each time the druid uses wild shape, he regains lost hit points as if he had rested for a night. The druid can use this ability once per day for every five druid levels (2/day 10th-1 level, 3/day 15-1, 4/day 20th). Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to his true form, any objects melded into the new form reappear in the same location on his body that they previously occupied and are again functional. Any new items worn in the assumed form fall off and land at the druid s feet. A druid loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. At 1 level the druid gains the ability to take the shape of a huge animal. The new form s Hit Dice cannot exceed the character s druid level. Shifter cannot join the Path of Vitality or the Locus.
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