Druid Variant Druid of the Nightmare

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Not all druids revere the Emerald Dream. A few rare and twisted individuals channel the Nightmare, a rent in the perfection of the Emerald Dream. Most of these druids of the Nightmare were once normal druids who inadvertently came in contact with the Nightmare (often while dreamwalking) and fell under its insidious influence. However, an increasing number of people have become druids of the Nightmare through their own volition.

Whereas traditional druids seek a communion companion. Add the following animals to the druid's available companions:

Druid The Nightmare

companion. Add the following animals to the druid's available companions:

with nature, druids of the Nightmare become increasingly divorced from the natural order.

DRuid of the NightmaRe AlteRations

Druids of the Nightmare do not gain a skill bonus to Knowledge (nature) or Survival. They use the standard druid spell list, save that they gain different domains. Druids of the Nightmare do not have animal companions and cannot rebuke or bolster animals or plants. Druids of the Nightmare to do not gain the standard druid inspirations.

• 1st Level—Domains (Ex): Druids of the Nightmare choose from the Destruction, Elements, and Madness domains. See Chapter 4: Magic for the Madness domain.

• 1st Level—Menacing (Ex): A druid of the Nightmare gains Intimidate (Cha) as a class skill (in addition to the normal druid additional class skills). She receives a +2 bonus on Bluff and Intimidate checks.

• 1st Level—Child of Nightmares (Ex): A druid of the Nightmare adds all spells with the mind-affecting descriptor to the druid spell list. She gains one extra spell slot each day for each spell level that she can cast; these extra slots can be used only to cast mind-affecting spells.

• 1st Level—Anathema (Ex): A druid of the Nightmare is repellent to nature. A druid of the Nightmare can turn or destroy animals and plants.

• 1st Level—Dark Strider (Ex): The druid of the Nightmare may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas and similar terrain) at her normal speed and without taking damage or suffering other impairments. Thorns, briars and overgrown areas that have been magically manipulated to impede motion still affect her, however. Unlike the druid's strider ability, the druid of the Nightmare leaves a trail when using this ability.

• 4th Level—'Vermin Shape (Su): Instead of the animals into which a normal druid can transform, a druid of the Nightmare can use wild shape to transform into either a monstrous scorpion or monstrous spider (see the Monster Guide web extras). The druid's level determines the largest size vermin into which she can wild shape:

• 12th Level: Gargantuan.

In addition, she gains the form's extraordinary special quality and its extraordinary special attacks.

• 8th Level—Warp Mind (Ex): Once per day, a druid of the Nightmare can channel the Nightmare to inflict horrible visions upon a target. She must make a ranged touch attack against a target within close range (25 ft. + 5 ft. / 2 levels). If successful, the target takes 1d4+1 points of damage to his (current) highest mental ability score (Int, Spt, or Cha). This damage does not heal naturally; it can be healed only with magic. The druid of the Nightmare gains an additional use of this ability per day at 13th and 18th level.

• 12th Level—Warp Flesh (Ex): Once per day, a druid of the Nightmare can channel the Nightmare to warp a target's body into horrific shapes. She must make a ranged touch attack against a target within close range (25 ft. + 5 ft. / 2 levels). If successful, the target takes 1d4+1 points of damage to his (current) highest physical ability score (Str, Agy, or Sta). This damage does not heal naturally; it can be healed only with magic. The druid of the Nightmare gains an additional use of this ability per day at 16th and 20th level.

• 16th-Level—Timeless Body (Ex): As the standard druid ability. At this point, the druid of the Nightmare is fully removed from nature; instead of aging as others, she develops random and unusual features (such as scales or tentacle) as she advances in years. These features have no mechanical effect.

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