Nature and magic are synonymous, you cannot have one without the other. Ancient peoples drew from this connection even as tribes of primitive peoples took their first steps towards civilization. The draionádúr draw their lineage from the earliest practitioners of magic drawn from the spirits of nature, swearing to the ancient oaths of secrecy and protections to those spirits that grant their energies for the benevolence of mankind.
The draionádúr are the true sages of time and nature, studying and sharing the magics of nature in attempt to keep the balance between man’s desire to expand and exploit while ensuring that the spirits of nature are respected and appeased.
Hit Die: d6
Alignment: The draionádúr strive for balance between man and nature. As a result they must be neutral is some respect and cannot be evil.
Starting Wealth: The draionádúr begins with 2d6 X 10 gp (average of 70 gp) and an outfit worth 10 gp or less.
The draionádúr’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge (arcana, geography, nature, planes) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Spells Per Day|
|1||+0||+2||+0||+2||Cantrips, Ogham Craobh||3||1||–||–||–||–||–||–||–||–|
|4||+2||+4||+1||+4||Cara crann I||4||3||2||–||–||–||–||–||–||–|
|7||+3||+5||+2||+5||Cara crann II||4||4||3||2||1||–||–||–||–||–|
|10||+5||+7||+3||+7||Cara crann III||4||4||4||3||3||2||–||–||–||–|
|13||+6/+1||+8||+4||+8||Cara crann IV||4||4||4||4||4||3||2||1||–||–|
|16||+8/+3||+10||+5||+10||Cara crann V||4||4||4||4||4||4||3||3||2||–|
|19||+9/+4||+11||+6||+11||Cara crann VI||4||4||4||4||4||4||4||4||3||3|
The following are class features of the draionádúr.
Weapon and Armor Proficiency
As draionádúrs cast arcane spells, they are not proficient with any type of armor or shield. Draionádúrs that wear armor suffer a chance of arcane spell failure when casting any spell with somatic gestures.
The draionádúr’s power stems from nature, represented by the ogham alphabet. The draionádúr’s spells are written either on parchment or scribed on pieces of wood or stone using ogham. Given its direction connection with nature, each character of the ogham alphabet is associated with a particular tree, and each draionádúr must choose a particular character (tree) to represent his spirit mentor.
The draionádúr chooses a single letter from the Ogham alphabet at 1st level to represent his beliefs and spirit mentor and it cannot be changed at later levels. He gains access to the ogham domain of the chosen letter, granting the draionádúr a bonus feat at 1st level, a bonus spell per spell level, and the powers associated with the domain.
The draionádúr may use his Intelligence in place of his Wisdom for any domain related powers. Bonus spells are not added to the draionádúr’s spellbook, but may be prepared at the beginning of the day with the draionádúr’s other spells.
At 10th level, the draionádúr chooses another letter from the ogham and gains access to the bonus spells from the spirit associated with that character as well, though he only gains one bonus spell per level per day and must choose between the two ogham craobh as to which spell he wishes to cast for the day for each spell level he has access. The draionádúr also gains the powers associated with the second chosen ogham, though he treats his effective class level for the power as his current level – 9 both when determining when the power is gained and any level related effects listed in the description.
The draionádúr casts arcane spells granted from the sorcerer/wizard’s spell list (see below). He must prepare his spells before he may cast them, usually spending 8 hours of rest and then an hour of study, selecting his spells for the day. The draionádúr must have an Intelligence score equal to at least 10 + the spell level before he may learn or cast the spell. The Difficulty Class for any spells cast by the draionádúr is equal to 10 + the spell’s level + the draionádúr’s Intelligence modifier.
The draionádúr may only cast a certain number of spells per day as listed on the draionádúr progression table. He does gain bonus spells for a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
The draionádúr keeps his spells in his book of ogham and the spells are inscribed with the ogham alphabet.
He begins with four cantrips and four first level spells chosen from either the sorcerer/wizard spell list. Each level the draionádúr attains afterwards allows him to add two spells up to the highest level spell he may cast per 5 day as listed on the draionádúr progression table. He may choose to instead learn a cantrips equal to his Intelligence modifier in place of one spell. The draionádúr may add other sorcerer/wizard spells through normal spell research rules.
The draionádúr does not gain access to Summon Monsters, but instead casts summon nature’s ally spell.
The draionádúr may spontaneously convert a prepared spell for a summon nature’s ally of the same level. Animals summoned in this fashion gain a +1 natural armor class bonus and a +2 bonus to their Constitution scores. If the draionádúr, has the Augment Summoning feat, these bonuses do not stack with any bonuses granted by that feat. The draionádúr cannot convert any bonus spells granted by his ogham craobh.
Cara Crann (Su)
The draionádúr’s relationship with nature deepens at 4th level. He gains the ability to travel through any natural terrain at his normal speed regardless of any natural hazards or natural interference the ground or plant-life normally provides. He does not leave a trail of his passing that can be tracked by others unless he so chooses to do so. Magically enhanced areas still affect the draionádúr normally.
At 7th level, the draionádúr is no longer affected by the entangled condition caused by vegetation or animal attacks (including vermin). If the entangle condition is magically induced, the draionádúr can make a caster level check with a DC of 11 + the spell-caster’s level to ignore the effect.
At 10th level, the draionádúr adds his class level to his Stealth skill checks while traveling through a natural terrain. He may also aid another in their Stealth skill checks, granting them a bonus equal to ½ his class level as long as the individual is within 30 ft. of the draionádúr and can see him prior to any stealth skill checks are made.
At 13th level, the draionádúr may travel through any natural material (earth, stone, plants, etc.) as if they weren’t there a number of rounds per day equal to his class level. The draionádúr must end his movement back in an open area when using this ability. Magically enchanted barriers composed of natural materials may also be traveled through, though the draionádúr must make a caster level check with a DC of 11 + the level of the spellcaster of the barrier.
At 16th level, the draionádúr may instantaneously travel from one plant to another within 100 ft. per class level as a move action 3 + his Intelligence modifier times per day as a move action. The types of plants do not have to be the same, but they must be at least the same general size as the draionádúr and cannot be animated or sentient.
Another may be taken with the draionádúr as long as the individual is in physical contact with him and doing so uses one additional use of the draionádúr’s uses per day.
At 19th level, the draionádúr may transform himself into a large tree or other plant (including fungi) native to the immediate environment as a standard action. He may also transform a number of willing individuals within 30 ft. equal to his Intelligence modifier. Those transformed by this effect may remain in this form for up to 24 hours before reverting back to their normal form, though they may do so at any time as a free action. Those affected maintain their normal senses and can see, hear, and smell normally.
Those transformed cannot move and have an effective Dexterity of 0 and a speed of 0, but gain a natural armor bonus of +10. Items worn or carried are also transformed in the process and any magical effects are suspended while in plant form. Others passing the altered individuals cannot tell the difference between those altered and normal vegetation in the area, though individuals transformed do have a faint transmutation aura if detect magic is used. The draionádúr may only use this ability once per day.
The connection between nature and druids are self-evident and her powers and wisdom are derived from the life force that surrounds and bind all things together.
The wisdom behind this connection has been studied and documented by generations of druids that came before and hidden through the use of the ogham. Where others may see simple lines that stem and cross from a center line, druids officiates are taught from youth the true meaning of such symbols and the meanings the both reveal and hide.
Many assume that such writings are simple and primitive, those versed in the secrets of nature understand the true purpose of the ogham and the dual nature it represents both in knowledge and wisdom. Druids have their own language, and many believe the ogham stems from it, but this is both true and not. While the individual characters may be used to represent parts of the druidic tongue, the messages hidden within the ogham are just as enigmatic as the spoken version.
The truth is each character (known as a feda) of the Ogham represents much more than a simple sound or fragment of a word. Each character represents part of life through the individual trees of nature and the powers they possess.
While not all trees or plants are represented by a feda, those that originally crafted the Ogham have chosen the most potent and spiritually relevant. Thus, each feda may comprise part of a larger structure (or forest), each is just as important to the druid and the power it represents is not lost on those that truly understand it.
So powerful were these individual characters, that over time druidic circles began to develop disciplines for each feda until they discovered the manifestation they could unleash from it. This ancient process resulted in the creation of the ogham domains, allowing those initiated in the druidic circle to study and unlock the powers of its chosen ogham feda.
While the ogham domains were created specifically for the draionádúr, druids and clerics may also choose from these domains as well. Unlike other domains, each ogham domain grants a bonus feat and the character choosing the domain do not need to meet any prerequisites for the feat chosen.
Benefits of Ogham Plant Associations
The practitioner that accesses one or more Ogham domains may use part of the associated plant or tree of the Ogham domain in place of any material components (up to 1 gp in value) or divine focus element needed to cast spells.
The practitioner may personally collect a sample of the associated plant to gain a DC bonus to any saving throw associated with the spell when the sample is used as part of the casting process that require a material component or divine focus. If the practitioner uses a masterwork scythe or sickle, any saving throws for any spells of 3rd level or less gain a +1 DC. If the practitioner uses a masterwork silver scythe or sickle to collect the plant, the +1 DC bonus may be applied to 6th level or lower spells cast by the practitioner. And if a masterwork gold scythe or sickle is used, the sample gained grants a +1 DC bonus to any saving throws for ninth level or lower spells cast by the practitioner.
Plants harvested by the practitioner only last for a number of days equal to ½ the practitioner’s class level.
Ogham Domain Associated Saving Throws
Any saving throw associated with an Ogham Domain power has a DC of 10 + ½ the practitioner’s class level + applicable Wisdom modifier.