Post by wnxhalfwingseen on Dec 11, 2007 3:10:05 GMT
The Point of this quasi is to have a warrior that fights using his wisdom and his training in the elements to survive the most evil and strange of places.
Requirements: Druid level 20 Weapon of Choice club. (and not a CEP weapon) Resist Energy (2 different elements) before level 22
Upon reaching Primeval Adept status whenever the Adept is using a club he adds his Wisdom modifier to his Strength/Dex modifier when calculating AB/Damage up to a maximum of WM levels 20 cap. The Primeval Adept may not hold anything in his offhand or he loses this bonus.
Every 7 Druid levels(including the 20 to start) the Adept gains Epic Energy Resistance to each of his 2 energy resistances (up to a cap of 50/- to 2 elements)
Every 5 Weapon Master levels the gains 1d10 of his 2 elements on hit when wielding a club up to a maximum of 4d10 of 2 elements on hit.
The Spellbook of the Adept includes only spells of his particular specialties. (all other spells use Druid level - WM level) (all Spells of specialities use Druid level + WM level)
For instance a 40/20 Druid WM with Fire and Acid gets a CL of 20 on Elemental Swarm, but a Caster level of 60 on Mass Camoflauge.
Fire
--------------------------------
Level 0: Flare
Level 1: None
Level 2: Flame Lash
Level 3: None
Level 4: Flame Strike
Level 5: Inferno, Wall of Fire
Level 6: None
Level 7: Fire Storm
Level 8: Sunbeam, Sunburst
Level 9: None
Cold
--------------------------------
Level 0: Virtue, Cure Minor Wounds
Level 1: Cure Light Wounds
Level 2: Lesser Restoration, Lesser Dispel
Level 3: Cure Moderate Wounds, Poison
Level 4: Cure Serious Wounds, Dispel Magic
Level 5: Cure Critical Wounds, Ice Storm
Level 6: Drown, Healing Circle, Regenerate
Level 7: Heal
Level 8: None
Level 9: Mass Heal
Electric
--------------------------------
Level 0: Light
Level 1: Grease
Level 2: None
Level 3: Call Lightning
Level 4: None
Level 5: None
Level 6: Crumble
Level 7: None
Level 8: Natures Balance, Bombardment
Level 9: Earthquake
Acid
--------------------------------
Level 0: Resistance
Level 1: Endure Elements Camoflauge
Level 2: Blood Frenzy
Level 3: Protection From Elements
Level 4: Mass Camoflauge
Level 5: Spell Resistance, Death Ward
Level 6: None
Level 7: Aura of Vitality
Level 8: Finger of Death
Level 9: Storm of Vengence
Sonic
--------------------------------
Level 0: None
Level 1: None
Level 2: None
Level 3: Quillfire
Level 4: Stoneskin
Level 5: None
Level 6: Greater Stoneskin
Level 7: Creeping Doom
Level 8: Premonition
Level 9: Elemental Swarm
Requirements: Druid level 20 Weapon of Choice club. (and not a CEP weapon) Resist Energy (2 different elements) before level 22
Upon reaching Primeval Adept status whenever the Adept is using a club he adds his Wisdom modifier to his Strength/Dex modifier when calculating AB/Damage up to a maximum of WM levels 20 cap. The Primeval Adept may not hold anything in his offhand or he loses this bonus.
Every 7 Druid levels(including the 20 to start) the Adept gains Epic Energy Resistance to each of his 2 energy resistances (up to a cap of 50/- to 2 elements)
Every 5 Weapon Master levels the gains 1d10 of his 2 elements on hit when wielding a club up to a maximum of 4d10 of 2 elements on hit.
The Spellbook of the Adept includes only spells of his particular specialties. (all other spells use Druid level - WM level) (all Spells of specialities use Druid level + WM level)
For instance a 40/20 Druid WM with Fire and Acid gets a CL of 20 on Elemental Swarm, but a Caster level of 60 on Mass Camoflauge.
Fire
--------------------------------
Level 0: Flare
Level 1: None
Level 2: Flame Lash
Level 3: None
Level 4: Flame Strike
Level 5: Inferno, Wall of Fire
Level 6: None
Level 7: Fire Storm
Level 8: Sunbeam, Sunburst
Level 9: None
Cold
--------------------------------
Level 0: Virtue, Cure Minor Wounds
Level 1: Cure Light Wounds
Level 2: Lesser Restoration, Lesser Dispel
Level 3: Cure Moderate Wounds, Poison
Level 4: Cure Serious Wounds, Dispel Magic
Level 5: Cure Critical Wounds, Ice Storm
Level 6: Drown, Healing Circle, Regenerate
Level 7: Heal
Level 8: None
Level 9: Mass Heal
Electric
--------------------------------
Level 0: Light
Level 1: Grease
Level 2: None
Level 3: Call Lightning
Level 4: None
Level 5: None
Level 6: Crumble
Level 7: None
Level 8: Natures Balance, Bombardment
Level 9: Earthquake
Acid
--------------------------------
Level 0: Resistance
Level 1: Endure Elements Camoflauge
Level 2: Blood Frenzy
Level 3: Protection From Elements
Level 4: Mass Camoflauge
Level 5: Spell Resistance, Death Ward
Level 6: None
Level 7: Aura of Vitality
Level 8: Finger of Death
Level 9: Storm of Vengence
Sonic
--------------------------------
Level 0: None
Level 1: None
Level 2: None
Level 3: Quillfire
Level 4: Stoneskin
Level 5: None
Level 6: Greater Stoneskin
Level 7: Creeping Doom
Level 8: Premonition
Level 9: Elemental Swarm