Desert Druid

There are several changes to the Druid class.  This is because the typical druid relies heavily on wooded environments, which of course do not exist in the desert.  One of these changes is optional, the others are required.

Optional Change:

The desert Druid must make a decision when they start regarding whether they want to impact animals or vermin.  Due to an environment that is full of vermin (beetles, scarabs, scorpions, etc.), some Druids specialize in dealing with these types of animals.  The Druid who chooses to specialize in vermin now affects vermin in the same way a woodland Druid would affect animals.  Each spell that would normally impact an animal will now affect a vermin in the same way.  For instance, the Druid spell Speak with Animals becomes Speak with Vermin.  Further, only a desert Druid has the capability to enchant Vermin, so spells such as Charm Animal becomes Charm Vermin and actually works on the vermin, even if it normally wouldn't do so.

Additionally, Wild Empathy affects vermin instead of animals.  Again, this will work on a vermin even if the vermin is normally immune to such affects.

Required Changes:

1.  The Spell Entangle changes as follows:

School transmutation; Level desert druid 1
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area loose sand in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw: Reflex partial; see text; Spell Resistance: no
This spell causes loose sand to rise up and form into sandy tentacles, wrapping around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the sand is extraordinarily hot (above 120 degrees Fahrenheit), those in the area take 2 points of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.

2.  The spell Spike Growth changes as follows:

Glass Rock

School transmutation; Level desert druid 3
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area one 20-ft. square/level
Duration 1 hour/level (D)
Saving Throw Reflex partial; Spell Resistance yes
Any small rocks or pebbles in the spell's area becomes sharp shards of glass without changing its appearance.

In areas of bare sand, the sand itself can act in the same way. Typically, Glass Rock can be cast in any outdoor desert setting without vegetation. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.

Magic traps are hard to detect. A rogue (only) can use the Perception skill to find a glass rock. The DC is 25 + spell level, or DC 28 for glass rock.  Glass rock can't be disabled with the Disable Device skill.

3.  Sandwalker (Ex): At 3rd level, a desert druid suffers no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain. This ability replaces trackless step.

4.  Desert Endurance (Ex): At 4th level, a desert druid ignores the effects of a hot climate as if using endure elements. She also has a reduced need to eat and drink, as if wearing a ring of sustenance (though normal sleep is still required). This ability replaces resist nature's lure.

5.  Wild Shape (Su): A desert druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2. A desert druid cannot use wild shape to adopt a plant form. At 10th level she can assume the form of a Small or Medium vermin, at 12th level a Tiny or Large vermin, and at 14th level a Diminutive or Huge vermin. This effect functions as beast shape IV (treating the vermin as an animal to determine its ability and natural armor modifiers).

Desert Druid

The Empty Waste Molay05