Errata? On Drow Guide? Anywhere

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Errata? On Drow Guide? Anywhere

Post by Guest »

Dear GoodMan Games,

I’m trying to use this 3.0 D20 Class from you’re publication “The Complete Guide to Drow” in a 3.5 D20 Game. I have no problem converting 3.0 to 3.5 but it seems even for 3.0 standard there are quite a few differences between your own Description section and the your Character planning chart (see below: copy for reference to clear up the mistakes).

Most of the mistakes are in the “Dark Form” section but a few more are in there. To help you out I changed the text color on the mistakes. (This won’t help you if your email system ignores or strips out formatting)

I would greatly enjoy using this class but I don’t wish to slaughter your intentions and overpower the class or underpower it when translating it to 3.5, for personal use of RPG in D20.

Thank you for you time
Rand
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BLOOD DRUID

(variant Druid core class)

Deep in the bowels of the earth lies a doomed sect of drow druids, forever forbidden from walking in the light and clean air of the surface. They plot and let their anger boil like a festering cancer in the heart of the underdeep. When the need arises to summon these hideous perversions of the natural world to aid in the defense of drow communities, it is as if the very earth itself vomits them to the thick of the battle. In drow society, the blood druids are master diplomats, secretive assassins, and necromantic geniuses. To earn the ire of a blood druid is folly; to earn the ire of a conclave is death.

Game Rule Information

Blood druids have the following game statistics.

Abilities: Since blood druids are diplomats and advisors, a good Charisma and Intelligence score is helpful in aiding them in day-to-day life.

Alignment: All blood druids must be neutral evil in alignment. If their alignment ever changes, they lose all of their abilities and cannot cast spells until they atone for their transgression.

Class Skills

The blood druid’s class skills (and the key ability for each skill) are Alchemy (Int), Animal Empathy (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Scry (Int), Spellcraft (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis). See Chapter 4: Skills in the PHB for skill descriptions.

Skill Points at 1st Level: (4 + Int modifier) x 4

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the blood druid.

Hit Die: d8.

Weapon and Armor Proficiency: Blood druids are proficient with all simple weapons. They are not proficient with any type of armor, or with shields. Armor of any type interferes with a blood druid’s spellcasting ability, which can cause his spells to fail (if those spells have somatic components). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.

Spells: A blood druid casts divine spells as a druid does. A blood druid may prepare and cast any spell on the blood druid spell list (see below) provided that he can cast spells of that level. He prepares and casts spells the way a normal druid does. To prepare or cast a spell, a blood druid must have a Wisdom score of at least 10+ the spell’s level. The Difficulty Class for a saving throw against a blood druid’s spell is 10 + the spell’s level + the blood druid’s Wisdom modifier. Bonus spells for blood druids are based on their Wisdom scores. Because of the blood druid’s unique spell list and habitat, they are restricted from wearing any armor while casting spells. Wearing armor increases the chances that a blood druid will miscast his spell. This is per the arcane spell failure chance that a sorcerer or wizard contend with and follows the listed penalties for the armor worn. The number of spells per day for a blood druid is equal to his current divine caster’s level + his blood druid level (as per Table 5-2: Blood Druid Advancement Table).

Rite of Binding: When the apprenticeship period for the blood druid candidate is over, the master that he trained under strips him to nakedness and bids him to kill his own animal companion. While the warm blood of the blood druid’s animal companion is still steaming on his hands, the candidate then calls out to the drow goddess Corith for her blessing. This blessing comes in the form of the blood druid’s animal companion returning from the dead as a fully bonded diabolic companion (see the Diabolic Companions sidebar for more information).

Dark Form: At 2nd-level, a blood druid gains the spell-like ability to polymorph self into a Small or Medium-size animal and back again once per day as the wild shape druid ability. The blood druid can use this ability more times per day at 3rd, 4th, 7th, and 8th. In addition, the blood druid gains the ability to take the shape of dire animals 1/day at 5th-level. At 10th-level, the blood druid gains the ability to take on the form of any Small or Medium-size {Large-size should be listed in here} normal or dire animal while also adding the fiendish {The Fiendish Part is not even on the table below} template to those animals (see the MM for the fiend monster template) and to return to his own form 1/day. While in this fiendish form, the blood druid gains the use of all of the abilities normally associated with a fiendish creature of his level, Intelligence, and Wisdom. {There is also no mention of the Outsider listing you have in you chart below}

Immune to Poison: At 6th-level, blood druids become completely immune to all forms of natural, manufactured and magical poisons, toxins and drugs. This is due to the blood druid’s close relationship with all poisons and their creation and distribution.

Fire and Earth Resistance: At 9th-level, the blood druid gains fire, acid and earth resistance 20. {The Chart is missing acid}

Drow Blood Druid Starting Package

Armor: None.

Weapons: Club (1d6, crit x2, 10 ft., 3 lbs., Medium-sized, Bludgeoning).

Skill Selection: Pick a number of skills equal to 4 + Int. modifier. Refer to the table at right.

Feat: Alertness.

Gear: Backpack, waterskin, 1 day’s trail rations, bedroll, sack, various mushrooms and fungi.

Gold: 1d6 gp.

Skill Ranks Ability

Spellcraft 4 Int

Animal Empathy 4 Cha

Concentration 4 Con

Wilderness Lore 4 Wis

Diplomacy 4 Cha

Handle Animal 4 Cha

Knowledge (nature) 4 Int

Listen (cc) 2 Wis

Spot (cc) 2 Wis



Diabolic Companions

The blood druid’s bonded diabolic companion is much like the arcane caster’s familiar. These two beings are magically linked together to think and act as extensions of each other. These companions resemble their normal animal counterparts, except that they have 1d4 diabolic traits, as given on the Diabolic Companion Traits table below.

Diabolic Companion Traits

Trait Special Ability

Horns The companion gets a gore attack at its best melee attack modifier

Flaming eyes The companion has double its normal darkvision range

Mange The companion can give a chosen victim the mummy rot disease, 1/day

Forked tail The companion can make an extra melee attack each round with its tail

Scales The companion has +2 to its natural armor class

Multiple eyes The companion has darkvision that extends to 360 degrees around itself



These special abilities stack with themselves if taken more than once. In addition to these traits, the diabolic companion follows all of the rules for familiars (as set forth in the PHB).



Table 1-2: Blood Druid Advancement Table

Class Base Attack Fort Ref Will Special Spells per Day

Level Bonus Save Save Save 0 1 2 3 4 5 6 7 8 9

1st +0 +2 +0 +2 Nature sense, animal companion 3 1 - - - - - - - -

2nd +1 +3 +0 +3 Rite of binding 4 2 - - - - - - - -

3rd +2 +3 +1 +3 Trackless step 4 2 1 - - - - - - -

4th +3 +4 +1 +4 Resist nature’s lure 5 3 2 - - - - - - -

5th +3 +4 +1 +4 Dark form (1/day) 5 3 2 1 - - - - - -

6th +4 +5 +2 +5 Dark form (2/day) 5 3 3 2 - - - - - -

7th +5 +5 +2 +5 Dark form (3/day) 6 4 3 2 1 - - - - -

8th +6/+1 +6 +2 +6 Dark form (Large) 6 4 3 3 2 - - - - -

9th +6/+1 +6 +3 +6 Immune to poisons 6 4 4 3 2 1 - - - -

10th +7/+2 +7 +3 +7 Dark form (4/day) 6 4 4 3 3 2 - - - -

11th +8/+3 +7 +3 +7 Dark form (Tiny) 6 5 4 4 3 2 1 - - -

12th +9/+4 +8 +4 +8 Dark form (dire) 6 5 4 4 3 3 2 - - -

13th +9/+4 +8 +4 +8 A thousand faces 6 5 5 4 4 3 2 1 - -

14th +10/+5 +9 +4 +9 Dark form (5/day) 6 5 5 4 4 3 3 2 - -

15th +11/+6/+1 +9 +5 +9 Dark form (Huge), timeless body 6 5 5 5 4 4 3 2 1 -

16th +12/+7/+2 +10 +5 +10 Dark form (outsider 1/day) 6 5 5 5 4 4 3 3 2 -

17th +12/+7/+2 +10 +5 +10 6 5 5 5 5 4 4 3 2 1

18th +13/+8/+3 +11 +6 +11 Dark form (6/day, outsider 3/day) 6 5 5 5 5 4 4 3 3 2

19th +14/+9/+4 +11 +6 +11 Fire and earth resistance 6 5 5 5 5 5 4 4 3 3

20th +15/+10/+5 +12 +6 +12 6 5 5 5 5 5 4 4 4 4



And spell lists ect.

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goodmangames
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Post by goodmangames »

You also e-mailed me, right? The best solution is to use the 3.5 version of the book, which addressed this issue (as well as a few others). I've e-mailed you separately with more details.
Joseph Goodman
Goodman Games
www.goodman-games.com
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