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Class Acts: Druid Archetypes (PFRPG) PDF

Class Acts: Druid Archetypes (PFRPG) PDF
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The Class Acts PDFs introduce new class options for the base classes and core classes featured in the Pathfinder Roleplaying Game. Every PDF contains two full pages of high quality content (no fluff or filler)!

Class Acts: Druid Archetypes includes three new druid archetypes: the Earthspeaker, the Faerie Thrall, and the Greenmind.

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Pathfinder Roleplaying Game Subscriber

...
..
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Thanks, Liz!

Contained within this product:

the Earthspeaker, a druid with the power to coax the earth to move.

the Faerie Thrall, who - for good or ill - serves the whims of fey patrons.

the Greenmind, a divine caster that seeks to become one with all things green and growing.

Cheliax

See the fae thrall would have been a cool witch archetype too I bet.


Pathfinder Roleplaying Game Subscriber

Now that you mention it, something as simple as a fey witch patron might be cool.

Cheliax

I have not see this archetype but it sounds like something that would fit a witch.


Pathfinder Roleplaying Game Subscriber

...
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Assuming that my artist comes through for me, I'll have a couple of fey-themed monster products rolling out in or shortly after September. There may be one or two witch-friendly fey familiars (Improved Familiars, actually) tucked away inside the pages of those products.

Daron Woodson
Abandoned Arts


Reviewed at four stars.


Pathfinder Roleplaying Game Subscriber

Thanks for the great review, Sara.


And reviewed here and sent to GMS magazine. Please make an alternate FAerie Thrall-class. Pretty please?


Pathfinder Roleplaying Game Subscriber

Endzeitgeist: I'll consider it! The seasonal sub-division of seelie and unseelie paths is intriguing. The thought of an unseelie winter is terrifying.

Not sure if it affects your review, BUT I'd like to make a quick but important note about the earthspeaker class feature that you were so wary of: the ability is no longer usable for 24 hours after you roll a natural 1 or a check result of 20 or less. It's not just a natural 1 that kills the ability for the day - and since it's just a level + Charisma check, you'll need to roll pretty well (and buff your Charisma) in order to keep using this ability "at will" at the low-to-mid levels. Even a 12th level druid with a +5 Charisma modifier (a high estimate) will lock himself out of the ability 15% of the time. Around 15th this basically becomes at-will, but you'd be crazy to use this ability frivolously in the single-digit level range.

In any case, thanks for the review!


I screwed up. I'm so sorry! Immediately fixed my review!


Pathfinder Roleplaying Game Subscriber

No problem; and thanks again.

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