While the gnorri can travel above the waves, most spend their entire lives underwater, and some gnorri have found the ocean a source of tremendous spiritual support. These gnorri have developed druidic traditions that embrace a life in the ocean wilds and favor alliances and bonds with natural creatures of the deep.
As champions of the Dreamlands’ natural wonders under the sea, these gnorri druids seek to oppose the corruption and monstrous horrors that lurk in their realms or ply the waves above. The ocean herders are particularly enraged by the denizens of Leng, who sail above their lands, hunt their animals with abandon, and pollute the waters with the foul remnants of their sacrifices.
While the vast majority of ocean herders are gnorri, there’s nothing that prevents druids of other races from taking this archetype. Gnorri view non-gnorri ocean herders with a combination of curiosity and skepticism, but this often blossoms into legitimate alliance or even friendship. Non-gnorri ocean herders who disrespect the gnorri are effectively disrespecting the sea and its natural order, and such druids swiftly find themselves among the ex-members of their sect, their powers stripped and their position in society forfeit.
Ocean Bond (Ex)
An ocean herder forms a bond with the wildlife of the sea. If she chooses to gain a cleric domain, she must choose from the following domains only: Animal, Community, Travel, Water, or Weather. If instead she chooses to form a bond with an animal companion, she must pick an aquatic animal or an animal with a swim speed.
This ability alters nature bond.
Aquatic Empathy (Ex)
An ocean herder’s wild empathy ability only functions with water breathing animals, but also functions with water breathing vermin. When an ocean herder uses aquatic empathy on vermin, she imparts a modicum of implanted intelligence, allowing the ocean herder to train such vermin as if they had Intelligence 1.
This ability alters wild empathy.
Aquatic Combat (Ex)
Starting at 2nd level, an ocean herder takes advantage of minute currents and her own swimming momentum to bolster her reflexes. When in water, an ocean herder gains a +2 circumstance bonus on Initiative checks and suffers no penalties to damage or attack rolls when attacking with slashing weapons.
This ability replaces woodland stride.
Speak with Aquatic Animals (Su)
This ability replaces trackless step.
Accustomed to Awfulness (Ex)
At 4th level, an ocean herder gains a +4 bonus on saving throws against effects that cause confusion or insanity and against fear effects.
This ability replaces resist nature’s lure.
Aquatic Wild Shape (Su)
When she gains the ability to assume the form of an elemental, she can only assume the form of a water elemental. When she gains the ability to assume a plant form, she can only do so to assume the form of plant creatures that have the aquatic subtype or a swim speed. She can take the form of Small and Medium aquatic vermin and vermin with a swim speed as if they were animals.
This ability alters wild shape.
Move With the Currents (Su)
At 13th level, the ocean herder gains the effects of freedom of movement at all times as long as she is swimming. Her swim speed increases by 20 feet. If the ocean herder does not otherwise have a swim speed, she gains a swim speed of 20 feet.
This ability replaces a thousand faces.
Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.