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The Gathering... | Naturalist

Naturalist


The Naturalist subclass is for druids who have come to believe that nature is the only answer to all things. They believe whole-heartedly in nature's ability to overcome any obstacle or situation, any hardship. Their main focus tends to be of a more healing nature, as they've learned that a primary similarity to all hardships is often injury, and that if one could simply overcome injuries and carry on, that strength and nature will ultimately always prevail. They are also the ones who most often label things as unnatural, often using the word in a negative light, even adhering it to things that others do not. Other magics for example, arcane and divine magics that are not natural in nature are often seen by them as unnatural and distasteful things, and they are able to do away with such enchantments if they so choose.

RP Combat Information

Spell Type: Healing.
Attack Syntax: 1d20 [Check for Critical Failure].
Damage: [See Below].
Damage Type: N/A.
Remarks: Heals as shown:
Heal Light: 1d9.
Heal Serious: 2d6.
Heal Critical: 4d5.
Natures Aid: 4d5 - Healing is granted to all friendly targets within 60ft sphere from caster. Costs massive mana to use code-wise.

Spell Name: Greater Cancellation.
Spell Type: Ranged.
Attack Syntax: 1d20 [Check for Critical Failure].
Damage: N/A.
Damage Type: N/A.
Automatic Hit / Saving Throw: Yes.
Remarks: Willpower save with a Difficulty Class (DC) of (8 + (Wisdom)) of the caster to resist having all the victims spells cancelled.

Spell Name: Greater Dispel Magic.
Spell Type: AoS (30ft).
Attack Syntax: 1d20 + (SpellHitroll).
Damage: 4d5 + (SpellDamroll).
Damage Type: Other.
Automatic Hit / Saving Throw: Yes.
Remarks: Anyone and anything within 30ft sphere of influence should make a Willpower save with a Difficulty Class (DC) of (8 + (Wisdom)) of the caster. Harmful only to creatures and items of a magical nature, which suffer 4d5 damage with IRV of Other upon a failing save or half as much on a successful one.

Also if failed, they will have two random spells they are currently affected by dispelled. This can be determined by advising the DM how many spells the player is currently affected by, then the DM will roll based on that. IE: If player has 6 spells active, DM rolls 1d6 and based on that number and counting down the list of spell affects, that spell will be dispersed. Then they roll one number less for the next spell, the example used being 1d5 to determine what the second spell is to dispel.

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