Homebrew Atomic Mutant Druid Archetype


Homebrew and House Rules


Hello,posting an archetype for druids in the post-apocaliptic future(or past) the archetype s abilities center on Mutant s and Mutations.Ok, posting:

Mutant Savant(druid archetype)

Mutant Shape: at 4-th level, a Mutant Savant gains a pool of evolution points, similar to a Summoners eidolon and that functions exactly as an eidolons evolution pool with the folowing exeptions:

*The Mutant Savants druid level = his effective summoner level for the purposesv of determining the availibility of evolutions.

*The number of evolution points the Savant has is eqwal to 1/2*his druid level+his WIS modifier.

*The Mutant Savant may never take the folowing evolutions: large, undead appearance, huge, ability score increase(mental).

In addition to this, the Mutant Savant at 10-th kevels learns how to use Mutant shape to transform into magical beasts as if using beast shape IV and at level 8 beast shape III, he may never use Mutant shape to transform into an elemental. This ability alters Wild shape and replaces Woodland stride, Spontanious summon natures ally.

Mutant empathy: a Mutant Savant can influence the attitude of any mutant creature as if it was an animal. This ability alters and replaces Wild empathy.

Nature Bond: A Mutant Savant may choose the radiation domain in addition to those normally availible to druids. This ability alters Nature Bond and replaces trackless step.

Enjoy, feedback is hugely welcome.


Quadruple posted. I've flagged the 3 duplicate posts, but it'll be best if you delete the extraneous threads.

You might consider instead of using animals/magical beasts/plants/elementals going with monstrous physique series to fit the mutation theme. I don't see animals et al really fitting in, but that really depends on the setting. The upside is that gear doesn't get absorbed. If the standard polymorph rules don't cover it, add a line to the ability that covers armor adapting to the druid's form.

Evolution points ... interesting, and gives customization which is nice.

You'll want to include the standard restrictions on maximum numbers of natural weapon attacks so that the characters don't wild mutate into four-armed gargoyles that sprout another dozen tentacles to go with the claws, gore et al.


Sorry about the multiple threads , i personally dont khnow what happened. The monstrous psyche is out of theme, it's supposed to be Mutant animals not gargoyle cthulhus. Pun intended.


Animals and Magical beasts exclusively then? Apply mana wastes mutant template when so shaped?

With the availability of evolution points, you're gonna wind up with all kinds of crazy semi-cthulhu druids running around. ;)

Mobile devices have a nasty habit of dropping multiple posts in at one go. All you have to do is bop back into your extraneous threads and delete them before the first hour is up.


Mutant Savant(druid archetype)
Mutant Shape: at 4-th level, a Mutant Savant gains a pool of evolution points, similar to a Summoners eidolon and that functions exactly as an eidolons evolution pool with the folowing exeptions:
*The Mutant Savants druid level = his effective summoner level for the purposesv of determining the availibility of evolutions.
*The number of evolution points the Savant has is eqwal to 1/2*his druid level+his WIS modifier.
*The Mutant Savant may never take the folowing evolutions: large, undead appearance, huge, ability score increase(mental).
*A Mutant Savant is limited to the maximum attacks per round restriction, however, this applies only when used with attack evolutions; so a 8-th level Mutant Savant can still make all 8 tentackle attacks a sqwid has but if he adds another, he won't be able to make more attacks per round than he is allowed by the eidolon level progression table.
In addition to this, the Mutant Savant at 10-th kevels learns how to use Mutant shape to transform into magical beasts as if using beast shape IV and at level 8 beast shape III, he may never use Mutant shape to transform into an elemental. This ability alters Wild shape and replaces Woodland stride, Spontanious summon natures ally.
Mutant empathy: a Mutant Savant can influence the attitude of any mutant creature as if it was an animal. This ability alters and replaces Wild empathy.
Nature Bond: A Mutant Savant may choose the radiation domain in addition to those normally availible to druids. This ability alters Nature Bond and replaces trackless step.


Actually, i wanted the thing players to do with the ep was to make flying octopuses with nat. Armor than 15attak! People.


Also, i dont want to mess wit templates, espesialy applying them in the midst of a batle.


Mutant Shape: at 4-th level, a Mutant Savant gains a pool of evolution points, similar to a Summoners eidolon and that functions exactly as an eidolons evolution pool with the folowing exeptions:

*The evoutions only function and appear when using Mutant shape.
*The Mutant Savants druid level = his effective summoner level for the purposesv of determining the availibility of evolutions.
*The number of evolution points the Savant has is eqwal to 1/2*his druid level+his WIS modifier.
*The Mutant Savant may never take the folowing evolutions: large, undead appearance, huge, ability score increase(mental).
*A Mutant Savant is limited to the maximum attacks per round restriction, however, this applies only when used with attack evolutions; so a 8-th level Mutant Savant can still make all 8 tentackle attacks a sqwid has but if he adds another, he won't be able to make more attacks per round than he is allowed by the eidolon level progression table.

In addition to this, the Mutant Savant at 10-th kevels learns how to use Mutant shape to transform into magical beasts as if using beast shape IV and at level 8 beast shape III, he may never use Mutant shape to transform into an elemental. This ability alters Wild shape and replaces Woodland stride, Spontanious summon natures ally.

Mutant empathy: a Mutant Savant can influence the attitude of any mutant creature as if it was an animal. This ability alters and replaces Wild empathy.

Nature Bond: A Mutant Savant may choose the radiation domain in addition to those normally availible to druids. This ability alters Nature Bond and replaces trackless step.

Convergent evolution: At 20-th level, all your evolutions function and appear even when not using Mutant shape. This ability replaces the ability to use Wild shape (or Mutant shape) at will and instead add an extra usage.at 20-th level.

Radiation resistance: A Mutant Savant is so accustomed to living in contaminated areas that he treats radiation as 2 steps lower at 4-th level, and by 4 steps at 9-th level. This ability replaces poison immunity.


Bump


Yet another post, this time i've added some lore, enjoy! :)

(Need a good name suggestion)

Most druids despise the land that has been tainted with magical or radiational contamination, but there are those who see the changes made by it as progress, who tend to the hills that glow in the night, the rivers where enormous fish walk the shores on legs, and wordship changes brought by the Glow.

Mutant Shape: the (name) can utilise the Glow to change themselves beyond whats normal for the creature they transform into and mastered the shapes of magical beasts, at 4-th level, a Mutant Savant gains a pool of evolution points, similar to a Summoners eidolon and that functions exactly as an eidolons evolution pool with the folowing exeptions:
*The evoutions only function and appear when using Mutant shape.
*The Mutant Savants druid level = his effective summoner level for the purposesv of determining the availibility of evolutions.
*The number of evolution points the Savant has is eqwal to 1/2*his druid level+his WIS modifier.
*The Mutant Savant may never take the folowing evolutions: large, undead appearance, huge, ability score increase(mental).
*A Mutant Savant is limited to the maximum attacks per round restriction, however, this applies only when used with attack evolutions; so a 8-th level Mutant Savant can still make all 8 tentackle attacks a sqwid has but if he adds another, he won't be able to make more attacks per round than he is allowed by the eidolon level progression table.
In addition to this, the Mutant Savant at 10-th kevels learns how to use Mutant shape to transform into magical beasts as if using beast shape IV and at level 8 beast shape III, he may never use Mutant shape to transform into an elemental. This ability alters and otherwise replaces Wild shape and replaces Woodland stride, Spontanious summon natures ally.

Mutant empathy:as an ordinary druid feels a special connection and empathy with animals, a (name) shares it with mutants of all kinds a Mutant Savant can influence the attitude of any mutant creature as if it was an animal. This ability alters and replaces Wild empathy.

Nature Bond: A Mutant Savant may choose the radiation domain in addition to those normally availible to druids. This ability alters Nature Bond and replaces trackless step.

Convergent evolution: At 20-th level, all your evolutions function and appear even when not using Mutant shape. This ability replaces the ability to use Wild shape (or Mutant shape) at will and instead add an extra usage.at 20-th level.

Radiation resistance: A Mutant Savant is so accustomed to living in contaminated areas that he treats radiation as 2 steps lower at 4-th level, and as 4 steps lower at 9-th level. This ability replaces poison immunity.

------------------------------------------
Please suggest a name but otherwise, enjoy!
Also some feedback is wanted!


bump


please suggest a good name


I do not fully understand this ATOMIC DRUID in game terms but i can sense your vibe. How about the Lore Wardens of Desolation as name of cult of Apocalypse Druids. Whose methods would be a mixture of science and the arcane to search out and grow a new biosyitem that can thrive in radiation. Their motto is, " No matter the circumstances the world is our garden." Opposed by a monastic order; The Brotherhood of Inevitability better known doomslayers who's motives is the end of all life as quick as possible. Call it the Embers of the Aftermath. I hope this helps and was what you were looking for.


There's gotta be a group seeking to purge the radiation affecting the world. Blight Cleansers, perhaps.


Dizzydoo42 wrote:
I do not fully understand this ATOMIC DRUID in game terms but i can sense your vibe. How about the Lore Wardens of Desolation as name of cult of Apocalypse Druids. Whose methods would be a mixture of science and the arcane to search out and grow a new biosyitem that can thrive in radiation. Their motto is, " No matter the circumstances the world is our garden." Opposed by a monastic order; The Brotherhood of Inevitability better known doomslayers who's motives is the end of all life as quick as possible. Call it the Embers of the Aftermath. I hope this helps and was what you were looking for.

I like the Apocalipse druids for their vibe, but honestly i dont really think the name fits as 'apocalipse' is a very sophisticated term and besides, they might have the End shrowded in myths a la Gamma World, like the book

Himn to Leybowich also magic and tech are abit mixed up so somebody who constructs 'real world' robots is as much a Wizard as a real wizard who makes'orthondox' golems.


The way I envisioned it, stop me if I get to involved or get pedantic.
Embers of the Aftermath
Takes place on Earth ten centuries after an asteroid impact. The Cataclysm, was an asteroid about half the size of the one that killed the dinosaurs. It is made up of radioactives and mana {magic}, It comes down in center of the Australia Archipelago which is still too radioactive to travel to. The asteroid punched through the lithosphere into the mantle. This mixed radioactive material and manna thru-out the magma, which uniformly dispersed it thru the mantle. As lava poured out of the volcanos contaminating even further taxed the ecosphere. The fallout is finally clearing out and the ice is receding. What life that survived was deformed in awful and foul ways. The Long Sleep is over the AI Darwin is ready. Humans are coming out of hibernation and are waking up to reclaim a world changed from the one they knew. Their proxies the Lore Wardens of Desolation suffered though winterfall while the pure-strains slept. The Wardens were adapting to both radiation and magic often blurring the lines between science and reality This allowed for some strange combinations which explains the Riffraff, road crews fighting over the scrapes of a long dead civilization, It is a landscape populated with Technomages, Calamity Druids, and Beastraces.

Stories can run from Mad max to Gamma world variants to goblin wars with firearms,
take what ideas you can use,


Embers of the Aftermath
Technomages: are the masters of science and magic. They are a reclusive lot, deciding that silence is the answer to any questions, the cloak of mystique.
Calamity Druids: are the searchers. gardeners, and protectors of the biosphere.
Beast races: are the intelligent animal races that have risen since Cataclysm. The Ark
is a coalition of races that have banded together for defense.
Riffraff: mongrels and mutants that group together in the Sparse Zones
Snoozers: Pure-strain humans and their AI-Darwin: They have many caches of weapons, vehicles, food, medicine. and tools.
The Brotherhood of Inevitability: known as the Doomslyers their sole goal is the end all life on earth.


Calsmity druids are the one


Bump, also, we need somthing that says "the'yre about mutants" in the name, care to help?


Maybe Disciples of the Glow


Buuuuuump


how about the plant doctors of demolition or demolition druids


No, they enhance and evolve the world, not destroy it.


Linus to Charlie Brown "aaaaaarrrrrrgggggghhhh".


What?


Bumping thread


Bumper


Dizzydoo42 wrote:
Linus to Charlie Brown "aaaaaarrrrrrgggggghhhh".

/childlike frustration at not knowing what is being asked of the "PEANUTS" variety.

/now with the argh out of the way.
/i don't understand what you are looking for. can i get a description of your druids in 30 words or less? what they are about and their context (what is the world like)? or what what it is you really want to help you with? I want to help you.

Sovereign Court

heh you might just want to use an atomic adept and get it over with. Atomic Adept are from Gonzo vol. 2 by Little Red Goblin Games.


See? Is it that hard to get a decent name out?


Spoiler:
I don't like it.


Dizzydoo42 wrote:
bump


That spoiler is right.

Dark Archive

Bumty-bumpe-bump.

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