- | - | - | - | - |
Character Classes | - | - | - | Unearthed Arcana |
<the level table was added to the PH>
A study of the information pertaining to
druids will reveal that there
must be something above The Great Druid
(14th level), for each area
or land can have
its own druid of this sort.
Ranking even higher is the
Grand Druid. This druid has 3,000,001
or more experience points, is
15th level, and is attended by 9 druids
of special sort having nothing
to do with the hierarchy of any specific
area or land. Thus, any character
of druid level may, in fact, journey to
seek the Grand Druid and ask
to serve him.
The Grand Druid knows 6 spells of each
level and is also able to cast
up to six spell levels as one or more
additional spells (one 6th-level
spell, six 1st-level spells, or any other
combination that adds up to six
levels). Three Archdruids (13th level
characters) roam the world as
messengers and agents of the Grand Druid.
These individuals are
drawn from his personal attendants who
reach the level of Archdruid.
Each of them has four additional spell
levels.
The Grand Druid is the ultimate overseer
of druidical activity. Undoubtedly,
such a position is demanding, thankless,
and typically unexciting
for all except politicians. After a few
hundred thousand
experience points worth of such activity,
any adventurer worthy of the
appellation should be ready for something
else.
Those willing to relinquish their lofty
station may do so after attaining
only 500,000 additional experience points.
Thus, any time after
amassing at least 3,500,001 experience
points, a Grand Druid can
seek a successor. If such is found, the
individual may then abdicate
his or her position and enter practice
of the Hierophant disciplines.
Upon stepping down as the chief theocrat,
the former Grand Druid
character must relinquish the 6 spell
levels of bonus spells and all experience
points above the 3,500,001 min., and further
forfeits
the 3,500,000 - effectively going down
to 1 experience point and begining
to rise in points again according to the
table below. The druid is
now known as a 16th level Hierophant Druid
and may rise to as high
as 23rd level in this new category (usually
through self-training).
Spell abilities: For druids of 16th
level and above, all spell-casting abilities
remain at 15th-level maximums (6 spells
of each level, 1st
through 7th). No bonus spell levels are
awarded, as noted above for
the Grand Druid and his special agents,
but casting level rises according
to experience level. Rather than spells,
spell-like powers are
acquired as detailed below.
16th level --
The character gains these powers:
Immunity to all natural poisons (ingested or insinuated animal
or vegetable poisons, including “monster” poisons, but not
mineral poisons or poison gas).
Extra longevity equal to level as expressed in decades (16th
level = 160 additional years).
Vigorous health, equivalent to being in the prime of life.
And, the ability to alter his appearance at will. Appearance alteration
is accomplished in l segment, with height and weight
decrease/increase of 50% possible, apparent age from child to
very old, and body and facial features of any human or humanoid
sort. This alteration is non-magical, so it cannot be detected
short of true seeing or the like.
17th level --
The character gains the ability to actually hibernate,
suspend animation (same
length as longevity - no aging), enter
the Elemental
Plane of Earth at will (1 round transference time),
and conjure water
elemental (see “Elemental conjuring spells” hereafter).
This ability, and all
other conjuring abilities gained by Hierophant Druids, may be used once
per day.
18th level --
The character gains the ability to enter the Elemental
Plane of Fire (as Earth,
above) and to conjure air elemental.
19th level --
The character gains the ability to enter the Elemental
Plane of Water (as
Earth, above) and to conjure magmdsmoke
para-elemental.
20th level --
The character gains the ability to enter the Elemental
Plane of Air (as Earth)
and to conjure ice/ooze para-elemental.
21st level --
The character gains the ability to enter the Para-
Elemental Planes.
22nd level --
The character gains the ability to enter the Plane of
Shadow.
23rd level --
The character gains the ability to enter any of the Inner
Planes, roam Inner
Plane Probability Lines (the 7th Dimension),
and dwell on the Plane
of Concordant Opposition (all as for
the Plane of Earth,
above).
Entering a plane -- Essentially,
the ability to enter also confers the
ability to survive there. Consider the
environment as natural to the
character. There is no time limit for
remaining on such a plane.
Elemental conjuring
spells: The reader is referred to the description
for conjure fire
elemental on pages 61-62 of the Players Handbook.
The results described for this spell are
correct. However, the results
described for conjure earth elemental
(page 63) are not. Use the following
tables, and adjust the results according
to the desire of the
conjuring character, using the character’s
level as a percentage
chance of that character’s success at
actually conjuring up a particular
type. For example, a Numinous Hierophant
(20th level) has a 20%
chance of being able to conjure a desired
creature type. If the dice roll
in such a case is 21 or higher, ignore
the desired result and determine
the creature(s) conjured from the appropriate
table. Note that this
chance to override the dice roll only
applies to druids of 16th level or
higher.
Fire
01-85 | 16 HD [fire elemental] |
86-94 | 2-4 salamanders |
95-98 | 1 [efreeti] |
99-00 | 21-24 HD [fire elemental] |
Earth
01-85 | 16 HD [earth elemental] |
86-94 | 2-4 [xorn] |
95-98 | 1 [dao] |
99-00 | 21-24 [earth elemental] |
Water
01-85 | 16 HD [water elemental] |
86-94 | 7-12 tritons (5th to 8th level) on hippocampi |
94-98 | 1 [marid] |
99-00 | 21-24 HD [water elemental] |
Air
01-85 | 16 HD [air elemental] |
86-94 | 2-4 invisible stalkers |
95-98 | 1 djinni |
99-00 | 21-24 HD [air elemental] |
Para-Elemental, any
01-85 | 16 HD [para-elemental] |
86-95 | Special (see below) |
96-00 | 21-24 HD [para-elemental] |
Special: 5-8
[lava children],
5-8 winter
wolves,
21-24 mudmen,
21-24 vapor
rats,
or similar creatures,
as appropriate to the
plane in question.
Individuals conjured (any single-creature
result) will have as many extra
hit points added to their total as the
conjurer has levels, subject to
the maximum number of hit points for that
ilk. Regardless of alignment
and temperament, all conjured creatures
will obediently and
selflessly serve the Hierophant.