Iron Druid Archetype and Sonic Bloodline


Homebrew and House Rules


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In the haze of staying up far later than I should have last night, I hastily typed up some ideas I'd had for a while.

The first is a druid archetype inspired by the Iron Druid Chronicles by Kevin Hearne. It replaces the nature bond with a neato cold iron aura, lifts the druid restriction on metal items, and focuses on spell resistance and anti-magic stuff.

Iron Druid:
Most druids are prohibited from using metal, as it is cold and dead, separated from the life and magic of the earth. Some druids, however, refuse to bow to this prohibition and bull through the block, bonding cold iron to their auras in a long and excruciating process that eventually rewards them with the ability to channel magic through metal, as well as earning them the fear and hatred of fey, and a good deal of resistance to magical influence.

WEAPON AND ARMOR PROFICIENCY
Iron druids lack the prohibition on wearing metal armor or using metal shields faced by most druids.

DIMINISHED SPELLCASTING
The process of binding iron to one's aura is an arduous one requiring constant focus. Iron druids cast one less spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Wisdom allows bonus spells of that level.

IRON AURA
At 1st level, an iron druid binds cold iron into his aura. This bond must be woven into some piece of cold iron worn on the druid's person (such as a ring or amulet). As long as the druid wears this totem, he gains spell resistance equal to his Druid level + his Wis bonus + 5 and all fey with HD less than the druid's within 30 ft. of the druid act as though they had no spell resistance or damage reduction.

At 4th level, fey with HD less than the druid's within 30 ft. of the druid must succeed at a concentration check with DC = 10 + 1/2 druid level + Wis bonus in order to cast a spell or use a spell-like ability.

At 7th level, an iron druid receives a +4 bonus on saves against mind-affecting effects and death effects. This bonus increases by +2 at 11th level, and again at every 4 levels after 11th, to a maximum of +10 at 19th level.

At 15th level, all fey are affected by the Iron Aura, regardless of hit dice. Furthermore, any fast healing, regeneration, and elemental resistances are negated on fey within this range. Each round, a fey within this aura must make a Will save with DC = 10 + 1/2 druid level + Wis bonus each round or lose all defensive spell or spell-like ability effects currently in effect on themselves or their allies. This does not prohibit the creature from recasting the spell or spell-like ability.

At 20th level, the iron druid is a true menace to fey and a perfect conduit of cold iron. Fey within 30 ft. of the iron druid take 5d6 damage every round they end their turn within the aura as the very fabric of their being is torn asunder (Fort save DC = 10 + 1/2 druid level + Wis bonus for half damage). Furthermore, any time the iron druid makes a save against a spell effect or spell-like ability, he may roll twice and take the better result.

This ability replaces Nature Bond.

MAGIC RESISTANT
At 2nd level, an iron druid adds his Wisdom bonus to Fortitude and Reflex saves against spell effects. This ability replaces Woodland Stride.

WILD SHAPE
An iron druid cannot use Wild Shape to transform into a plant creature.

MAGEBANE
At 6th level, an iron druid receives Disruptive as a bonus feat, even if he does not meet the prerequisites. At 10th level, he gains Spellbreaker as a bonus feat.

BANISHER
At 13th level, an iron druid may apply his Iron Aura penalties to any creature with DR/cold iron just as though they were fey. This lasts for a number of rounds equal to 1/2 his druid level. He may use this ability a number of times per day equal to 3 + his Wisdom bonus. This ability replaces A Thousand Faces.

I also, upon request by a friend, wrote up a bloodline that focuses on sonic damage and sound manipulation. Here it is:

Sonic Bloodline:
The raw power of a primal scream flows through your veins like blood. Whether from a screaming undead or a gifted musician in your family history, the simple emotion elicited by the fury of sound defines your power.

CLASS SKILL
Perform (Sing or any musical instrument group)

BONUS SPELLS
Ear-Piercing Scream (3rd), Piercing Shriek (5th), Thundering Drums (7th), Primal Scream (9th), Deafening Song Bolt (11th), Sympathetic Vibration (13th), Ki Shout (15th), Greater Shout (17th), Wail of the Banshee (19th)

BONUS FEATS
Voice of the Sibyl, Skill Focus (Perform), Arcane Strike, Persuasive, Still Spell, Sorcerous Bloodstrike, Blind-Fight, Improved Blind-Fight

BLOODLINE ARCANA
Whenever you cast a spell with a vocal component that deals damage, you may have that spell deal half sonic damage and half whatever damage type it would normally deal. This adds the sonic descriptor to the spell.

BLOODLINE POWERS
Magic blisters through you, begging to be released as furious sound. Few can stand before the wrath of your voice.

BATTLE CRY
At 1st level, as a standard action, you can make a targeted enemy quake in fear with nothing but a furious shout. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken until the end of your next turn. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

ATTUNED
At 3rd level, you gain resist sonic 5 and add +1 to the DC of any spells you cast with the sonic descriptor. At 9th level, your resistance to sonic damage increases to 10 and the DC bonus increases to +2

FORCEFUL SHOUT
At 9th level, you can push opponents back with your supernaturally loud and powerful voice. This 15 foot cone centered on you does 1d6 points of sonic damage per sorcerer level. Those caught in the area of your blast receive a Fortitude save for half damage. You may make an immediate ranged bull rush attempt against any creature that fails this save, using your sorcerer level as your base attack bonus and adding your Charisma bonus rather than your Strength bonus. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

DREAD HARMONICS
At 15th level, as a full-round action, you can scream in many different pitches, shattering materials with sympathetic vibrations. Every unattended object and construct creature within 30 ft. is harmed as though they were crystalline creatures subjected to a Shatter spell. The save DC for this effect is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. In addition, any unattended crystalline or glass objects are instantly destroyed, and any crystalline creatures in the area take double damage. You can use this ability once per day.

AND THE FURY
At 20th level, you are a manifestation of the power of sound. You gain blindsight 30ft and immunity to deafness, sonic damage, and sonic effects. You gain the ability to cast Clairaudience at will.

Let me know what you think. I'd love some feedback on these, and for anyone to tell me if my ideas are so incredibly stupid the universe itself has decided it will no longer sanction my existence.

Seriously though, any constructive or even harsh criticism is welcome. Thanks!

EDIT: Whoops, forgot the flavor text on the Iron Druid!


Those are actually really cool archetypes. I like the iron Druid especially for fey-specific abilities. Not all fey are happy go lucky treehuggers after all!

Sovereign Court

I was thinking about an Ironclad Druid archetype myself - not inspired by those books per se though (although I enjoyed the first issue).

I was thinking about a druid variant that doesn't use Wildshape but instead focuses more on fighting in humanoid shape, and perhaps even mounted combat; because I think druids get (especially with AC) a lot of tricks to make mounted combat appealing, but wildshape just steals the show.

I like your idea of specifically giving up plant wildshape, that's a good flavor fit for using iron armor.

I'm not so sure about the anti-fey abilities; I think those might be a bit too specialized.


Ascalaphus wrote:

I was thinking about an Ironclad Druid archetype myself - not inspired by those books per se though (although I enjoyed the first issue).

I was thinking about a druid variant that doesn't use Wildshape but instead focuses more on fighting in humanoid shape, and perhaps even mounted combat; because I think druids get (especially with AC) a lot of tricks to make mounted combat appealing, but wildshape just steals the show.

I like your idea of specifically giving up plant wildshape, that's a good flavor fit for using iron armor.

I'm not so sure about the anti-fey abilities; I think those might be a bit too specialized.

I agree that the most major shortcoming of the class is it's overspecialization - I was hesitant at first. However, the Banisher class feature, along with the fact that druids are just generally overpowered as hell, was what convinced me to keep the anti-fey stuff in. I could perhaps focus more on the magic resistance and focus on metal equipment in the second draft, if people think that would be a good idea.

Sovereign Court

I'm not wild about casting even less spells; druids already cast (relatively) fewer spells unless they take a Domain. It's sliding towards a shapeshifter that "also casts some spells". Personally I think it should be possible to make druids that trade in wildshape for more spellcasting.

Right now, I feel that if you aren't focusing on really using wild shape, you're squandering most of what you "paid for" with druid levels.

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They seem pretty good to me. I like them. Though, I was expecting the sonic bloodline would have a deafening attack. There's not much fluff behind the bloodline. Bloodlines imply a character's heritage enabled their magical abilities.


Wildshape and Armor don't mix well. The only practical way to have armor in wildshape is to use wild armor, which negates all penalties. The advantages of metal armor are chain and mithril. Druids cannot AFAIK get more than 3 base AC from light armor while everyone else can get 6. Since mithril armors other than special case elven chain and breastplates with a feat require the proficiency of their base metal form there is no actual advantage except in max dex for heavier armors. Since a wildshaped druid in wild armor is no longer actually wearing the armor even proficiency is irrelevant and he can wear stone, bullette hide, or dragon hide plate as easily as his birthday suit. Armor is therefore only a low level benefit.

Spell Resistance is often considered a penalty. Perhaps on a caster it is less so, but in most groups it's still probably a net penalty. It's certainly a net penalty at low levels. The later iron aura effects are nice, but you could be getting in on the group's circle of protection and haste and maybe fly spells for those occasions when pouncegrappling the flying dragon would be worth both your and the wizard's actions.

In terms of really good abilities all I see is the level 7 aura ability. and Magic Resistant. Magic Resistant is an upgrade on Woodland Stride, but losing a domain or companion and suffering diminished spellcasting are very harsh. I don't think this approach to the theme works.

I don't know the source material, but I'd remove wildshape and diminished spellcasting, give back a domain, and give heavy armor proficiency and possibly martial weapons. And lose the spell resistance or make it only apply to spells cast by fey.


Thanks for the positive suggestions, everyone. In light of this, I'm going to revise the Iron Druid and split the anti-fey idea into another archetype I'm calling the Banisher. I will also be giving better theming and fluff to the sound bloodline. All revisions will be posted tonight. Please feel free to keep up with suggestions.

Sovereign Court

Okay, I'm interested in the developments :)

Shadow Lodge

I'd let the Iron Druid lower his SR as a swift or immediate action, but only versus non-fey sources. Mechanically, this will allow players who want SR to do what they want to do with it, which is block enemy magic without blocking ally magic. Thematically, I'd say that you are blocking your aura by overloading it with a more traditional natural energy flow from your own mind and body, but that it cannibalizes the natural energy he uses and as such is found as repulsive to fey. I'd also let them keep the standard action lowering which would work for fey magic.

Also for the Iron Druid, I'd probably have the Iron Aura grant domain spells from the Metal domain, to help shore up on the loss of domain and the loss of spells.


So apparently by 'tonight' I meant 2 o'clock in the morning. Sorry about that, I've been rather busy the past 12 hours or so. Anyhow, proudly presenting the Iron Druid Mk. II, the Sonic Bloodline Mk. II, and the Steel Savant! Somewhat less proudly presenting the Banisher (which I'm not very happy with, but has the seed of a good idea - I will keep working on it later).

This version of the Iron Druid focuses much more on magic resistance and countering casters than the previous one. Also removed Diminished Spellcasting. Hope you like it! Thanks for the feedback, and please offer more!

Iron Druid Mk. II:
Most druids are prohibited from using metal, as it is cold and dead, separated from the life and magic of the earth. Some druids, however, refuse to bow to this prohibition and bull through the block, bonding cold iron to their auras in a long and excruciating process that eventually rewards them with near imperviousness to magic, as the grounded metal of the natural world opposes the supernatural spells of casters.

WEAPON AND ARMOR PROFICIENCY
Iron druids lack the prohibition on wearing metal armor or using metal shields faced by most druids.

IRON AURA
At 1st level, an iron druid binds cold iron into his aura. This bond must be woven into some piece of cold iron worn on the druid's person (such as a ring or amulet). As long as the druid wears this totem, he gains spell resistance equal to 5 + his druid level + his Wisdom bonus. This spell resistance may be lowered or raised as a free action.

At 4th level, any creature within 30 ft. of the druid must make a concentration check with DC equal to 10 + 1/2 his druid level + his Wisdom bonus or be unable to cast a spell or use a spell like ability. The action normally required to cast the spell or use the ability is expended regardless of whether the check is made or not. The druid may halt or resume use of this ability as a swift action.

At 7th level, an iron druid receives a +4 bonus on saves against mind-affecting effects and death effects. This bonus increases by +2 at 11th level, and again at every 4 levels after 11th, to a maximum of +10 at 19th level.

At 15th level, the druid is immune to critical hits from spells, spell-like abilities or spell effects. As a standard action, the druid may make a melee touch attack against a creature and strip a spell effect away from it. The creature must make a Will save with a DC equal to 10 + 1/2 his druid level + his Wisdom modifier or lose the spell effect. Creatures may voluntarily fail this save. This ability works against curse effects.

At 20th level, magic weapons that are used to successfully hit the iron druid lose all enhancement bonuses and special abilities for a number of rounds equal to his druid level. The same applies to armor worn by creatures struck by the druid in melee combat. Furthermore, any time the iron druid makes a save against a spell effect or spell-like ability, he may roll twice and take the better result.

This ability replaces Nature Bond.

MAGIC RESISTANT
At 2nd level, an iron druid adds his Wisdom bonus to Fortitude and Reflex saves against spell effects. This ability replaces Woodland Stride.

MAGEBANE
At 6th level, an iron druid receives Disruptive as a bonus feat, even if he does not meet the prerequisites. At 10th level, he gains Spellbreaker as a bonus feat.

MAGIC ANALYSIS
At 15th level, an iron druid learns how to determine qualities of magical items and creatures just by looking at them. He may use analyze dweomer as a spell-like ability a number of times per day equal to 3 + his Wisdom Bonus.

The Sonic Bloodline now has slightly altered flavor text and some added senses, as well as plentiful options for deafening an opponent. It also still has an awfully lame name. Please suggest alternatives.

Sonic Bloodline Mk. II:
The raw power of a primal scream flows through your veins like blood. You may come from a line of incredibly gifted musicians, or perhaps many in your family tree have ended up as screaming undead. Either way, the magic that courses through you always seems to escape as a shriek, a whisper, or a powerful word.

CLASS SKILL
Perform (Sing or any musical instrument group)

BONUS SPELLS
Ear-Piercing Scream (3rd), Piercing Shriek (5th), Thundering Drums (7th), Primal Scream (9th), Deafening Song Bolt (11th), Sympathetic Vibration (13th), Ki Shout (15th), Greater Shout (17th), Wail of the Banshee (19th)

BONUS FEATS
Voice of the Sibyl, Skill Focus (Perform), Arcane Strike, Persuasive, Still Spell, Sorcerous Bloodstrike, Blind-Fight, Improved Blind-Fight

BLOODLINE ARCANA
Whenever you cast a spell with a vocal component that deals damage, you may have that spell deal half sonic damage and half whatever damage type it would normally deal. This adds the sonic descriptor to the spell.

BLOODLINE POWERS
Magic blisters through you, begging to be released as furious sound. Few can stand before the wrath of your voice.

BATTLE CRY
At 1st level, as a standard action, you can make a targeted enemy quake in fear with nothing but a furious shout. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round. At 10th level, an affected creature is also deafened for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

ATTUNED
At 3rd level, you gain resist sonic 5 and add +1 to the DC of any spells you cast with the sonic descriptor. At 9th level, your resistance to sonic damage increases to 10 and the DC bonus increases to +2

ECHO
At 9th level, you learn how to navigate by sound alone. You gain blindsense 15 ft. Further, any creature that succeeds at a save against a spell you cast with the sonic descriptor is immediately forced to make the save again at -2 DC as the echo of the spell reverberates back. If they fail this save, they suffer the full effect of the spell. At 11th level, the range of the blindsense granted by this power increases to 30 ft and the echoed save is at a -1 DC.

FORCEFUL SHOUT
At 15th level, you can push opponents back with your supernaturally loud and powerful voice. This 15 foot cone centered on you does 1d6 points of sonic damage per sorcerer level. Those caught in the area of your blast receive a Fortitude save for half damage. You may make an immediate ranged bull rush attempt against any creature that fails this save, using your sorcerer level as your base attack bonus and adding your Charisma bonus rather than your Strength bonus. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 15th level, you can use this ability once per day. At 17th level, you can use this ability twice per day, and any creature that fails its save is deafened for a number of rounds equal to 1/2 your sorcerer level. At 20th level, you can use this ability three times per day, and any creature that fails its save is permanently deafened.

AND THE FURY
At 20th level, you are a manifestation of the power of sound. You gain blindsight 60 ft. and immunity to deafness, sonic damage, and sonic effects. You gain the ability to cast Clairaudience at will.

Ascalaphus got me thinking about a druid archetype that focuses more on physical stuff, and Atarlost gave me some ideas for meshing armor and Wild Shape. I combined these inspirations into the following unintended archetype that I really ended up loving, and I hope you will too.

Steel Savant:
Druids are wardens of nature. Most druids take up this task by closely bonding with the life and vital essence of nature, forming a close companionship with the plants and animals that infest the planet's surface. Some druids, however, form bonds with things much older, deeper, and more solid. Sheathing themselves in solemn and unyeilding steel, these druids protect nature with an iron blade and an adamantine will.

WEAPON AND ARMOR PROFICIENCY
Steel savants can use metal armor and shields. They are also proficient with heavy armor and all martial weapons.

DIMINISHED SPELLCASTING
A steel savant gains one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if they are domain spells or if his Wisdom bonus allows bonus spells of that level.

NATURE BOND
A steel savant must take the Metal subdomain.

IRON WILL
A steel savant gains Iron Will as a bonus feat.

NATURE SENSE
A steel savant gains a +2 bonus on Knowledge (dungeoneering) checks rather than Knowledge (nature) checks and Knowledge (dungeoneering) is a class skill for them. This ability modifies Nature Sense.

HARD AS STEEL
At 2nd level, a steel savant gains DR 1/-. This DR increases by 1 every 4 levels after 2nd, to a maximum of DR 5/- at 18th level. This DR/- always stacks with any DR granted by other effects. This ability replaces Woodland Stride and Trackless Step.

ONE WITH THE EARTH
At 4th level, a druid gains a +4 bonus on saving throws against any spell or spell-like ability with the earth descriptor. This ability replaces Resist Nature's Lure.

ARMORED SHAPE
A steel savant's forms are covered in metallic growths and plates. A steel savant cannot use Wild Shape to take the form of a plant creature. When using Wild Shape, a steel savant gains a natural armor bonus equal to the armor bonus provided by any armor he is currently wearing, up to a maximum of +1 per every 2 druid levels the steel savant possesses. This ability modifies Wild Shape.

STEEL GUTS
At 9th level, a steel savant gains immunity to all poisons and diseases. This ability replaces Venom Immunity and A Thousand Faces.

ARMOR TRAINING
Starting at 12th level, a steel savant gains the Armor Training special ability as though he were a fighter, counting his fighter level as his druid level -9

The Anti-Fey focus of the original Iron Druid got lost in the update, but I really liked the concept of a druid purging outside influences (like fey) from nature, and disrupting them just by being close. Unfortunately, the seed of a good idea ended up being horribly executed, in my opinion, and needs lots of further revision. I include what I wrote down here so you can spitball some ideas on the build and hopefully inspire some cool ideas, because I really like the core concept.

Banisher:
Some druids go to great lengths to keep the natural world pure and clean from the influence of outsiders, undead, and creatures with no place in the natural order of the Material Plane (such as fey).

FAVORED ENEMY
A banisher gains favored enemies just as a ranger of his level, except that he gains an additional favored enemy at 9th level and 17th level. The type of creature chosen must be some form of Outsider, Undead, Aberration, or Fey. In addition to the normal benefits of having a favored enemy, the banisher also adds his favored enemy bonus to the save DCs of spells cast on such creatures. This ability replaces A Thousand Faces.

BANISH
Once per day as a free action, a banisher may cast dismissal as a spell like ability against any of his favored enemies he successfully hits with a physical attack. For the purposes of this ability, all of the banisher's favored enemies count as extraplanar (Undead go to the negative energy plane, aberrations go to any thematically appropriate plane, etc.). At 10th level, this ability counts as banishment rather than dismissal. The banisher may use this ability an additional time per day for every 4 druid levels he possesses, up to a maximum of six times per day at 20th level.

ZEALOUS PURGE
At 15th level, any favored enemy that begins its turn adjacent to the banisher takes 1d6 damage per point of favored enemy bonus (for example, a skeleton that starts its turn adjacent to a banisher with a +4 favored enemy bonus against undead takes 4d6 damage), no save. Furthermore, a banisher bypasses all damage reduction or spell resistance possessed by his favored enemies, and whenever he successfully strikes them in combat or whenever they fail a save against one of his spells, all regeneration, fast healing, DR, SR, and elemental resistances of the creature are suspended for one round.

Sovereign Court

Iron Aura (level 15): needs a line on how you decide which spell is going to be stripped. If you don't know which spells are on a critter, which one will be removed? Should probably copy the mechanism from Dispel Magic for this.

Otherwise, I think the Iron Druid looks fairly decent. Not impossible to fight against, but not too easy either. I think it'll scale up better at the 10+ levels than an AC.

At first I thought the spell resistance was on the low side, but with WisMod added it's probably just right; 10+level is very powerful, 5+level is pretty weak. I think most druids will end up with a WisMod that's somewhere between 2 and 5, so the ability will give a decent result.

What I particularly like is that it's a very non-invasive archetype; it doesn't alter every class ability just for the heck of it, so it's possible to combine it with some other archetypes.

---

Steel Savant: I'm not sure changing Resist Nature's Lure was necessary. Armored Shape: does this NA stack with that normally granted by wild shape? If not it's a fairly lame ability.

---

Banisher: as written it seems like he gets a complete Ranger's FE ability (so about five different enemies) AND two more from a restricted list. That's... ridiculous?


Ascalaphus wrote:

Iron Aura (level 15): needs a line on how you decide which spell is going to be stripped. If you don't know which spells are on a critter, which one will be removed? Should probably copy the mechanism from Dispel Magic for this.

Otherwise, I think the Iron Druid looks fairly decent. Not impossible to fight against, but not too easy either. I think it'll scale up better at the 10+ levels than an AC.

At first I thought the spell resistance was on the low side, but with WisMod added it's probably just right; 10+level is very powerful, 5+level is pretty weak. I think most druids will end up with a WisMod that's somewhere between 2 and 5, so the ability will give a decent result.

What I particularly like is that it's a very non-invasive archetype; it doesn't alter every class ability just for the heck of it, so it's possible to combine it with some other archetypes.

---

Steel Savant: I'm not sure changing Resist Nature's Lure was necessary. Armored Shape: does this NA stack with that normally granted by wild shape? If not it's a fairly lame ability.

---

Banisher: as written it seems like he gets a complete Ranger's FE ability (so about five different enemies) AND two more from a restricted list. That's... ridiculous?

Iron Druid: Thanks for pointing that out, I'll change that in Mk. III (or when I put out the final draft, if everyone likes Mk. II)

Steel Savant: Yes, Armored Shape stacks with the NA bonus. As for changing Resist Nature's Lure, I thought it was thematically appropriate, but it can be easily changed.

Banisher: No, the banisher only gets three Favored Enemies. I'll rewrite that.

Sovereign Court

Banisher: I'm kinda on the fence about the whole "hating the fey" thing. As I understand it, fey do have a strong relationship to nature, but "it's complicated". I've always seen Resist Nature's Lure more as a "takes one to know one" kind of ability; druids are close to fey and therefore better able to resist their wiles.


Ascalaphus wrote:

Banisher: I'm kinda on the fence about the whole "hating the fey" thing. As I understand it, fey do have a strong relationship to nature, but "it's complicated". I've always seen Resist Nature's Lure more as a "takes one to know one" kind of ability; druids are close to fey and therefore better able to resist their wiles.

The original point of the Iron Druid's anti-fey stuff is that they're creatures of nearly pure magic, and cold iron messes with them a lot.

The Banisher, once I actually get him built correctly, is more about purging the natural world of things that don't belong there. Most banishers would be much more focused on demons and undead than fey. To clarify a point, I think most banishers who DO go after fey don't really HATE them, they just don't see them as belonging to nature, and think they belong on the First World.

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I can't say I'm a fan of Iron Druid's ability to force concentration checks at range and strip spells, especially when he already gets really good spell resistance. This is not an equal trade for nature bond as the abilities are much more powerful than what a domain would give and the druid can be extremely disruptive to enemies without having to risk himself or an animal companion.


Cyrad wrote:
I can't say I'm a fan of Iron Druid's ability to force concentration checks at range and strip spells, especially when he already gets really good spell resistance. This is not an equal trade for nature bond as the abilities are much more powerful than what a domain would give and the druid can be extremely disruptive to enemies without having to risk himself or an animal companion.

This was my original logic for giving him Diminished Spellcasting, though I think he does become much more OP when his abilities apply to ALL casters. You're right, the Iron Aura ability does need more balancing. Do you have any suggestions?

I'm also wondering what you think of the revisions to the bloodline, as it was mostly your input that shaped the new changes.

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The Metal Druid description doesn't mention the druid loses spell slots. I would personally leave the spell resistance as is with no further abilities. It scales with level and will always be useful to him. The SR should equal 10 + druid level to match the monk's diamond body ability and the spell resistance spell. I also think magebane should replace something or be merged with iron aura.

I do like the changes to the sonic bloodline. The bloodline arcana should say "verbal component" not "vocal component." I'd personally also grant Perform (oratory, singing, and any instrument). I like the idea of an orator with a powerful booming voice. Or a lawyer that blows people away when he shouts "OBJECTION." Otherwise, it looks fairly solid. I like Forceful Shout.

Also, all abilities need a (Su), (Ex), or (Sp) post-fix if they're supernatural, extraordinary, or spell-like abilities respectively.


Cyrad wrote:

The Metal Druid description doesn't mention the druid loses spell slots. I would personally leave the spell resistance as is with no further abilities. It scales with level and will always be useful to him. The SR should equal 10 + druid level to match the monk's diamond body ability and the spell resistance spell. I also think magebane should replace something or be merged with iron aura.

I do like the changes to the sonic bloodline. The bloodline arcana should say "verbal component" not "vocal component." I'd personally also grant Perform (oratory, singing, and any instrument). I like the idea of an orator with a powerful booming voice. Or a lawyer that blows people away when he shouts "OBJECTION." Otherwise, it looks fairly solid. I like Forceful Shout.

Also, all abilities need a (Su), (Ex), or (Sp) post-fix if they're supernatural, extraordinary, or spell-like abilities respectively.

Thank you, that's very helpful. I'll be making revisions with that in mind.

Also oh man I can't believe I forgot to specify what sort of abilities everything is!

Lastly, in light of this, here's the final draft of the Sonic Bloodline. Hope you enjoy it!

Sonic Bloodline (Final Draft):
The raw power of a primal scream flows through your veins like blood. You may come from a line of incredibly gifted musicians, or perhaps many in your family tree have ended up as screaming undead. Whatever the case, the magic that courses through you always seems to escape as a shriek, a whisper, or a powerful word.

CLASS SKILL
Perform (Oratory, Sing, or any musical instrument group)

BONUS SPELLS
Ear-Piercing Scream (3rd), Piercing Shriek (5th), Thundering Drums (7th), Primal Scream (9th), Deafening Song Bolt (11th), Sympathetic Vibration (13th), Ki Shout (15th), Greater Shout (17th), Wail of the Banshee (19th)

BONUS FEATS
Alertness, Arcane Strike, Blind-Fight, Improved Blind-Fight, Persuasive, Skill Focus (Perform), Still Spell, Voice of the Sibyl

BLOODLINE ARCANA
Whenever you cast a spell with a verbal component that deals damage, you may have that spell deal half sonic damage and half whatever damage type it would normally deal. This adds the sonic descriptor to the spell.

BLOODLINE POWERS
Magic blisters through you, begging to be released as furious sound. Few can stand before the wrath of your voice.

Battle Cry (Sp)
At 1st level, as a standard action, you can make a targeted enemy quake in fear with nothing but a furious shout. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round. At 10th level, an affected creature is also deafened for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Attuned (Ex)
At 3rd level, you learn how to navigate by sound alone. You gain resist sonic 5 and blindsense 15 ft. At 10th level, your resistance to sonic damage increases to 10 and the range of the blindsense granted by this power extends to 30 ft. The blindsense granted by this ability is hearing dependent.

Echoing Magic (Su)
At 9th level, any creature that succeeds at a save against a spell you cast with the sonic descriptor is immediately forced to make the save again at -3 DC as the echo of the spell reverberates back. If they fail this save, they suffer the full effect of the spell. Further, add +1 to the DC of any spells you cast with the sonic descriptor. You can use this ability to make a spell echo once per day at 9th level, and gain one more use per day every three levels after 9th (to a maximum of 4/day at 18th level). At 15th level, the bonus to save DCs increases to +2. At 20th level, the echoed spell is at full DC.

Forceful Shout (Sp)
At 15th level, you can push opponents back with your supernaturally loud and powerful voice. This 30 foot cone originating on you does 1d6 points of sonic damage per sorcerer level. Those caught in the area of your blast receive a Fortitude save for half damage. You may make an immediate ranged bull rush attempt against any creature that fails this save, using your sorcerer level as your base attack bonus and adding your Charisma bonus rather than your Strength bonus. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 15th level, you can use this ability once per day. At 17th level, you can use this ability twice per day, and any creature that fails its save is deafened for a number of rounds equal to 1/2 your sorcerer level. At 20th level, you can use this ability three times per day, and any creature that fails its save is permanently deafened.

And The Fury (Su/Sp)
At 20th level, you are a manifestation of the power of sound. You gain blindsight 60 ft. and immunity to deafness, sonic damage, and sonic effects. You gain the ability to cast clairaudience at will. The blindsight granted by this ability is hearing dependent.

Sovereign Court

Doesn't the combination of the Sonic Bloodline Arcana and Echoing Magic basically mean that all your damage-dealing spells get the Persistent (+2) metamagic for free (and with harder save DC)? That's extremely powerful.

I think the arcana by itself is already extremely good, because resistance/immunity to sonic damage is super-rare.


Ascalaphus wrote:

Doesn't the combination of the Sonic Bloodline Arcana and Echoing Magic basically mean that all your damage-dealing spells get the Persistent (+2) metamagic for free (and with harder save DC)? That's extremely powerful.

I think the arcana by itself is already extremely good, because resistance/immunity to sonic damage is super-rare.

Whoops, Echoing Magic can only be used once per day at 9th level, and twice, three times, and four times daily at 12th, 15th, and 18th level. I'll edit that.


Cont0rtedAxis wrote:
Cyrad wrote:
I can't say I'm a fan of Iron Druid's ability to force concentration checks at range and strip spells, especially when he already gets really good spell resistance. This is not an equal trade for nature bond as the abilities are much more powerful than what a domain would give and the druid can be extremely disruptive to enemies without having to risk himself or an animal companion.
This was my original logic for giving him Diminished Spellcasting, though I think he does become much more OP when his abilities apply to ALL casters. You're right, the Iron Aura ability does need more balancing. Do you have any suggestions?

Maybe you could change Spell Strip of Iron Aura and make it a a melee touch on a voulntary creature. Maybe a 3 + Wis mod/ day like magic analysis with a conc. of 1 min so it is more of a support ability and not game breaking if i understand mechanics a little?


I don't like the base Iron Druid, but I do like the other two. Too much antimagic for my tastes. Completely okay with anti-fey, as I can easily see someone believing that the fay are repressing the aspects of nature they don't like. I do myself, for one.

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