Archdruid
“To every flock,
shepherds.” – Sashana.
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The druids have quietly acted as watchers and
shepherds of the lands. The current leader of the order can trace her office’s
line back some two thousand years. Many druids aspire to enter the hierarchy of
the order, but few ever succeed and fewer still advance into the ranks of the
elite of the elite.
Hit Dice: d8
Requirements
The requirements to enter the administrative core of the druidic faith are
understandably very high.
Alignment: True Neutral
Spells: The character must be able to cast 5th level divine
spells
Skills: Wilderness Lore: 13 ranks, Knowledge (Nature): 13
ranks, Diplomacy: 10 Ranks, Scry: 10 Ranks
other: The character must defeat an existing first level
archdruid in a contest determined by that character. Mere defeating in combat,
say by ambush, isn’t sufficient. The other character must accept the challenge
then set the terms.
There can only be a certain number of archdruids at each level worldwide. Specifically, there are only 72 archdruids of 1st level, 36 of 2nd level, 18 of 3rd level, 9 of 4th level and 1 5th level archdruid acting as the Grand Druid. Once that individual steps down they become a hierophant druid.
A character must have the XP necessary to advance in level to challenge to advance as an archdruid. If he fails he must advance as a normal druid instead. If he is challenged and defeated he loses an archdruid level and gains a druid level. The character must accept at least one challenge per year. The only exception is the position of Grand Druid. This post is never determined by challenge. Rather the sitting Grand Druid chooses a successor then steps down to become a Hierophant Druid.
|
Level |
Attack |
Fortitude |
Reflex |
Will |
Special |
|
1 |
+1 |
+2 |
+0 |
+2 |
Divine Grace,
Local Divination |
|
2 |
+2 |
+3 |
+0 |
+3 |
Bonus Spells,
Provincial Divination |
|
3 |
+3 |
+3 |
+1 |
+3 |
True Wildshape,
Regional Divination |
|
4 |
+3 |
+4 |
+1 |
+4 |
Leaguewalk,
Continental Divination |
|
5 |
+4 |
+4 |
+1 |
+4 |
All spells, Global
Divination |
Class Skills
the skill list and the number of skill points allocated at each level for the
archdruid is identical to the druid.
Class Features
Divine Grace: Add your charisma bonus to all saving throws, as a
paladin does.
Divination: Each archdruid has a territory assigned to her. The higher the level of the archdruid, the larger this territory becomes. By closing her eyes and concentrating for one round the archdruid can see through the eyes of any animal in her territory. As the name of the ability implies, the Grand Druid (5th level archdruid) can see anything in the world.
Bonus Spells: The number of bonus spells the character receives for wisdom is doubled.
True Wildshape: The druid’s wildshape ability can be used at will.
Leaguewalk: The druid can tree stride at will.
All spells: The Grand Druid does not prepare spells, but has access to all druid spells simultaneously.
Hierophant Druid
If a Grand Druid steps down they lose all the divination powers and the all
spells ability listed above. They gain the following abilities
Elemental Planeshift: A hierophant druid can enter and survive in the elemental planes at will. Normal attacks from fire, acid, electricity, or cold. Do not harm the druid. Magical attacks can only deal half damage to the character (If there is already a saving throw for half, the damage is reduced to one quarter).
Hibernate: The hierophant can hibernate. During hibernation the hierophant is aware of his surroundings, but cannot move. He does not age while hibernating.
Ex-Archdruid
An archdruid who ceases to be true neutral is stripped of his rank. Every level
of the archdruid class is lost and replaced by druid levels.
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