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D&D 2E 4e --> 2e Swarm Druid

malcolm_n

Adventurer
There isn't a forum here any longer for 2e stuff (the 3e one says 2e, but nothing there pertains to it either) and this at least is based on a 4e concept. So, with that logic, I've decided to post this here.

For those of you who've played AD&D, I'm about to start playing in my first game of it. In preparation for this, I've read up on the detailed rules and helped a friend construct a kit based on the Swarm Druid from Primal Power. Here's the information I've finished if you want to take a look. If I did in fact miss an appropriate forum for this, sorry and thank you for pointing me to the right area.

[sblock=The Vermin Priest]
[FONT=&quot]The vermin priest has grown up on the edge of her society. Shunned by others of her order as unorthodox in her beliefs and practices, she forges a new path amongst the rats and filth of the land.[/FONT]
[FONT=&quot] The vermin cleric often worships a deity of secrets or disease. He likely holds service in the low-class areas of a city or the dwellings of lepers and the sickly.[/FONT]
[FONT=&quot]A [/FONT][FONT=&quot]vermin druid has likely turned her back on the forests and sects others of her kind hold dear. Instead, she works to keep a balance of nature within a city by tending to the lowest of species there.[/FONT]

[FONT=&quot]Barred: [/FONT]
[FONT=&quot]The cleric and the druid can both be vermin priests if a good enough reason would drive them to do so.[/FONT]

[FONT=&quot]Role: [/FONT]
[FONT=&quot] In the campaign, a vermin priest has probably ventured out of the slums or bog to put an end to a wrong she perceives was committed against her beliefs. A vermin cleric may have lost his church in the ghetto to a fire started by heretic followers of another faith. A vermin druid may have lost her grove to the growth of a city and turned to the rats, spiders and other unsavory creatures there to help find a new one.[/FONT]

[FONT=&quot]Secondary Skills: [/FONT]
[FONT=&quot] None.[/FONT]

[FONT=&quot]Weapon Proficiencies: [/FONT]
[FONT=&quot] None. It is not unlikely that a vermin druid would prefer the use of a club, dagger, or scimitar over a staff or sling, but this is just a note for such a player, not a requirement.[/FONT]

[FONT=&quot]Nonweapon Proficiencies: [/FONT]
[FONT=&quot] Bonus Proficiencies: Local History. A vermin priest, more than most, is tied to his place of origin at a very base (or to some debase) level.[/FONT]

[FONT=&quot]Equipment: [/FONT]
[FONT=&quot]There are no special restriction for vermin priests beyond what may be disallowed by an individual class (like metal armor for druids). Note that a vermin priest will probably appear unkempt or even dirty considering the preferred focus on less than kosher settings and companions.[/FONT]

[FONT=&quot]Special Benefits: [/FONT]
[FONT=&quot] General: A Vermin Priest receives a +4 bonus to saving throws against poisons and diseases. He can also multiclass or dual class with thief if he meets the other requirements to do so (15+ prime requisite Dexterity, 17+ prime requisite Wisdom if thief then cleric for example).[/FONT]

[FONT=&quot]Cleric: If the vermin priest is a cleric, he gains minor access to the animal sphere (he can learn up to 3rd level spells from that sphere), but can only apply such spells to rodents, insectoids, and arachnids (including their giant counterparts). He also has a +3 reaction roll adjustment when interacting with downtrodden, poor, or otherwise ill-suited members of society.[/FONT]

[FONT=&quot]Druid: [/FONT][FONT=&quot]If the vermin priest is as druid, she also gains a +4 bonus on agriculture, animal training, and animal lore proficiency checks concerning vermin, and can apply the animal training proficiency to rodents, insectoids, and arachnids. At 3rd level, the druid may pass harmlessly through debris and webs spun by arachnids as well as those created by the web spell. When she casts a summon insects, giant insect, creeping doom, or insect plague spell, the player increases her effective level by three. Upon reaching 7th level, the vermin druid gains the ability to shapechange into a swarm of bats, rats, or insects (detailed below). Each day, the Vermin Priest may assume this form instead of one of his other shapechanging choices (bird, mammal, or reptile). The druid can still assume only one of each of the three forms per day, just like the normal druidic shapechanging ability.[/FONT]

[FONT=&quot]Special Hindrances: [/FONT]
[FONT=&quot] The vermin priest’s animal friendship, speak with animals, and summon animal spells allow her to summon or communicate only with creatures considered vermin; such as most rodents, insects, or arachnids (including their giant counterparts). Vermin priests receive a -3 penalty when using animal proficiencies (animal lore, animal training, etc.) on creatures that are not considered vermin. The vermin priest also suffers a -3 reaction roll adjustment from any orthodox (nonvermin) priest of the same faith or following. This hostility may show itself in the reactions of others (such as nobility or PCs) as well, but it shouldn’t detract from the player’s ability to play his character appropriately (the noble may just require the priest to remain at the back of the room for example).[/FONT]

[FONT=&quot]Vermin clerics lose minor access to the elemental sphere. Like other clerics at 9th level or higher, the vermin cleric may construct a stronghold for half the normal price, but this is because of the terrible state in which it remains at all times, as opposed to sanction from the official church of the cleric’s faith.[/FONT]

[FONT=&quot]Vermin druids cannot identify pure water or non-vermin animals at 3rd level, nor can they pass through overgrown areas or speak with normal woodland creatures. They are not immune to charm spells cast by woodland creatures at 7th level either. Despite this, the vermin druid must still seek out and defeat another druid of 12th level and beyond to progress further in level.[/FONT]

[FONT=&quot]Wealth Options: [/FONT]
[FONT=&quot] Like the warrior-monk, a vermin priest never keeps in his possession more than he can carry on his back (with the notable exception of a church or similar stronghold granted to high-level priests).[/FONT]

[FONT=&quot]Races: [/FONT]
[FONT=&quot]No special restrictions are placed upon vermin priests, other than those already detailed within an individual class.[/FONT]

[FONT=&quot]-- Vermin Druid Forms –[/FONT]
[FONT=&quot]When a vermin druid changes his shape, he takes on the movement rate and abilities, Armor Class, number of attacks, and damage per attack of the chosen creature. These are outlined below as well as within the monstrous manual. A vermin druid cannot use these shapes to enter any space smaller than any other druid could otherwise enter by means of his shapechange.
--
[/FONT]
[FONT=&quot] Bat Swarm[/FONT]
[FONT=&quot]ARMOR CLASS: [/FONT]
[FONT=&quot]8[/FONT]
[FONT=&quot]MOVEMENT: [/FONT]
[FONT=&quot]1, FL 24 (B)[/FONT]
[FONT=&quot]NO. OF ATTACKS: [/FONT]
[FONT=&quot]See Below[/FONT]
[FONT=&quot]DAMAGE/ATTACK: [/FONT]
[FONT=&quot]See Below[/FONT]
[FONT=&quot]SPECIAL ATTACKS: [/FONT]
[FONT=&quot]Nil[/FONT]
[FONT=&quot]SPECIAL DEFENSES: [/FONT]
[FONT=&quot]Nil[/FONT]
[FONT=&quot]MAGIC RESISTANCE:[/FONT]
[FONT=&quot] Nil[/FONT]
[FONT=&quot]--
[/FONT]
[FONT=&quot] Insect Swarm[/FONT]
[FONT=&quot]ARMOR CLASS: [/FONT]
[FONT=&quot]8[/FONT]
[FONT=&quot]MOVEMENT: [/FONT]
[FONT=&quot]6, FL 18 (C)[/FONT]
[FONT=&quot]NO. OF ATTACKS: [/FONT]
[FONT=&quot]See Below[/FONT]
[FONT=&quot]DAMAGE/ATTACK: [/FONT]
[FONT=&quot]See Below[/FONT]
[FONT=&quot]SPECIAL ATTACKS: [/FONT][FONT=&quot]Poison[/FONT]

[FONT=&quot]SPECIAL DEFENSES: [/FONT]
[FONT=&quot]Nil[/FONT]
[FONT=&quot]MAGIC RESISTANCE:[/FONT]
[FONT=&quot] Nil[/FONT]
[FONT=&quot]--
[/FONT]
[FONT=&quot] Rat Swarm[/FONT]
[FONT=&quot]ARMOR CLASS: [/FONT]7

[FONT=&quot]MOVEMENT: [/FONT]
[FONT=&quot]12[/FONT]
[FONT=&quot]NO. OF ATTACKS: [/FONT]
[FONT=&quot]See Below[/FONT]
[FONT=&quot]DAMAGE/ATTACK: [/FONT]
[FONT=&quot]See Below[/FONT]
[FONT=&quot]SPECIAL ATTACKS: [/FONT][FONT=&quot]Poison[/FONT]

[FONT=&quot]SPECIAL DEFENSES: [/FONT][FONT=&quot]See Below[/FONT]

[FONT=&quot]MAGIC RESISTANCE:[/FONT]
[FONT=&quot] Nil[/FONT]
--
[FONT=&quot]Combat:[/FONT] [FONT=&quot] Bat Swarm: The bat swarm deals no damage during combat. Instead, the druid has a 25% chance per round to put out torches. He also confuses enemy spellcasting (Wisdom roll required to cast spells) and inhibits enemies’ ability to wield weapons (by a -2 THAC0 penalty). Under ideal flying conditions, the druids Armor Class rating rises from 8 to 4.[/FONT]
[FONT=&quot] Rat Swarm: The druid disperses into a swarm of rats and covers a 10-x10-foot area. Each round a creature of medium size or smaller stays within the area, it takes 4 damage. There is also a 5% chance that victims are infected with a serious disease when bitten. Weapons have little effect on the druid in this form, but area effect spells and some other attacks (such as flaming oil or a large or larger creature stamping down) are effective.[/FONT]
[FONT=&quot] Insect Swarm: When the druid takes on this shape, roll 1d100 and multiply the result by 1,000. There are about 100 insects per square foot; therefore, a swarm of 10,000 insects forms a block of about 10 feet per side. If the druid comes in contact with an enemy, he has an 80% chance per round to bite it, dealing 1d4 points of damage. If bitten, the victim must roll a successful saving throw vs. poison or suffer intense pain for the next 2d4 turns, making all attack and damage rolls with a -2 penalty during this time.[/sblock][/FONT]
 

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Sounds like fun. Its been a while since I built any 2e priest kits so its hard to judge power level, but then again 2e never really seemed to constrain itself to kits that were balanced in any particular way...
 

malcolm_n

Adventurer
Thanks! :D
Now that I've got my bearings on the system, I think I'll use it as a precurser to going the other way around. We'll see how well that works.
 

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