No Quarter Magazine 10 Web Extra Circle Oroboros Paths of Power


Circle Orboros
Paths of Power
A No Quarter Web Extra By Doug Seacat
This article contains additional content for the article  The Wilding Way that premiered in No Quarter Magazine
#10, p. 64. In order to use the Paths of Power described here, you will need the rules from that issue.
he following optional abilities, in
Path Exclusivity
addition to class abilities, allow
Joining any path immediately makes certain other paths unavailable as the druid focuses
Tqualifying druids to further
their natural power in a specific direction. The following chart indicates which paths are
specialize their power over nature.
exclusive of one another. Paths on the same row cannot be taken together.
Mastery of these paths derives from
Path Exclusivity Chart
millennia of organized exploitation of
Earth Shaper Path Storm Shaper Path Beast Shaper Path
natural power and systematic training
with the Circle Orboros. Most druids
Stone Nature s Wrath Bonded Beast
focus on one of these categories.
Wayfarer Unraveling Beast Mind
Each category requires the druid to
Vitality Locus Shifter
have become at least an Initiate of
the appropriate Path of Orboros (see
Earth Paths
NQM#10, pg. 70). Certain specialized
Initiate at 5th level and an Earth Shaper
These attract those who draw on primal
paths may require a higher title on the
Disciple at 10th level before joining the
energy stored within and passing within
corresponding Path of Orboros.
Blackclad prestige class. He would rise
the earth. Drawing on the nurturing
to Earth Shaper Master on becoming
To acquire the benefits of a path, the
strength of plants rooted in the earth,
a 1st level Blackclad. If he reached 7th
druid must meet all prerequisites and
some masters have learned how to
level as a Blackclad he would become
undergo any initiation requirements. If a
prompt regeneration and rapid healing,
an Earth Shaper Prime.
path requires payment in XP, the druid
while others can vanish from one
can only pay the XP cost if doing so
Path of Stone
location only to reappear at another.
will not reduce their experience below
Druids on the Path of Stone have
What about the
the minimum for their current level.
learned how to spontaneously
Blackclad Prestige Class?
While permanent, these benefits remain
manipulate and manifest rocks and
linked to the druid class; any situation
The Blackclad prestige class remains
stones, drawing more readily upon
that strips a druid of class abilities also
a viable option for druids seeking to
that type of spell energy.
causes the loss of path abilities. Paths of
master stone and earth and learn to
power do not cost feat slots to attain.
Prerequisites: Earth Shaper Initiate,
craft the signature elemental constructs
Craft (stoneworking) 7 ranks.
serving the Circle Orboros. Members
of this prestige class come from a more
Initiation Requirement: 1500 XP; 1
extensive and formalized system of
week training with a druid of at least
study not directly related to the Paths
7th level already on the Path of Stone.
of Power listed below.
Benefit: In addition to the spells
At 1st and 7th level of the Blackclad
provided under Spontaneous Casting,
prestige class you gain the Earth Shaper
those on the Path of Stone may add the
path. For example, a Circle Druid
following specific spells to the list of
chooses to become an Earth Shaper
those they can spontaneously cast:
2
Special: A druid on the Path of the
Path of Stone You must have personally visited that
Wayfarer cannot belong to the Path
Spontaneous Casting Spell List location at some point in the past,
of Unraveling or the Path of the
although the location need not remain
Level Spell(s)
Beast Mind.
identical. You must be within 100
1st Magic stone
miles of a sacred site including a Circle
New Spells
2nd Soften earth and stone
Orboros ceremonial stone ring when
Ley Line Step
3rd Spike growth
casting this spell. The destination must
4th Spike stones
be connected to the sacred site nearest
Conjuration (Teleportation) [Earth]
5th Transmute rock to mud
you by a chain of similar sites each
Level: Dru 4
ransmute mud to rock within 300 miles of one another. If
(Path of the Wayfarer only)
6th Move earth this chain is broken at any point, or if
er
Components: V
7th Flesh to stone, stone to flesh there is no way to arrive safely at the
destination, you will be transported
8th Earthquake
Casting Time: 1 standard action
to the center of the nearest connected
9th Imprisonment, freedom
Range: Long (400 ft. + 40 ft./level)
sacred site. If any of these conditions
Special: A druid on the Path of Stone
are not met, the spell fails.
Target: You and touched objects
cannot join the Path of Nature s Wrath
or the Path of the Bonded Beast. Path of Vitality
Duration: Instantaneous
Path of the Those on the Path of Vitality draw more
Saving Throw:
directly on the power within the earth
Wayfarer None and Will negates (object)
and forests to enhance their own vitality
One of the rarer and more esoteric Spell Resistance: No and Yes (object)
and enhance their powers to mend
disciplines, those who learn the Path of
You instantly transfer yourself from
living flesh.
the Wayfarer can tap more directly into
your current location to any other
Prerequisites: Earth Shaper Disciple,
the ley lines below the earth and draw
spot within range. You always arrive
Heal 13 ranks.
on these energies to move from place to
at exactly the spot desired by simply
place. Wayfarers harness some of the
Initiation Requirement: 2,500 XP;
visualizing the area. After using this
latent energies in stones and trees to
1 week training with a druid of at
spell, you cannot take any other actions
move instantly over great distances.
least 12th level already on the Path of
until your next turn. You can bring
Vitality.
Prerequisites: Earth Shaper Initiate, along objects as long as their weight
Knowledge (nature) 10 ranks, does not exceed your maximum load.
Benefit: A druid initiated to the Path of
Knowledge (geography) 10 ranks.
Vitality becomes immune to all diseases,
If you would arrive in a place already
including supernatural and magical
Initiation Requirement: 2000 XP; 1 occupied by a solid body, the spell fails.
diseases, and gains the ability to heal
week training with a druid of at least
Walk the Line
at twice the normal rate. Druids on
9th level already on the Path of the
Conjuration (Teleportation) [Earth] the Path of Vitality also regenerate lost
Wayfarer.
limbs at a slow rate, 1d6+1 days for a re-
Level: Dru 9
Benefit: In addition to the spells provided
attached limb, 2d20+30 days to regrow
(Path of the Wayfarer only)
to all druids under Spontaneous Casting,
a limb entirely.
those on the Path of the Wayfarer may
Components: V, S
Additionally, such a druid can now
add the following spells to the list of
Casting Time: 1 standard action
utilize rejuvenation on others but runs
those they can spontaneously cast:
a risk of suffering Pain of Healing. A
Range: Personal and touch
Path of the Wayfarer
druid always runs a 20% risk when
Spontaneous Casting Spell List
Target: You and touched objects
sacrificing a spell to cure another person
Level Spell(s)
Duration: Instantaneous that he will need to roll on the Pain of
Healing chart (IKCG, p. 276-279),
1st Longstrider
Saving Throw:
regardless of the religion or alignment
2nd Expeditious Retreat
None and Will negates (object)
of the target. If Pain of Healing occurs,
3rd Meld into stone
Spell Resistance: No and Yes (object)
roll an unmodified 1d6 on each chart
4th Ley Line Step*
to determine the consequences to the
This spell instantly transports you safely
5th Tree stride
druid and the subject of healing.
to the center of a designated sacred site,
6th Find the path
including a ceremonial ring of stones set
Special: A druid on the Path of Vitality
7th Greater scrying
in place by druids of the Circle Orboros,
cannot belong to the Path of the Locus
8th Reverse gravity
as far away as 100 miles per caster level.
or the Path of the Shifter.
9th Walk the Line*
You can bring along objects so long
* new spell
as their weight does not exceed your
maximum load.
3
Paths of Power - Web Extra
Spellcraft 8 ranks. metamagic feat to the spell chosen). The
Storm Paths
druid can use an available higher-level
Initiation Requirement: 1500 XP;
These are the most offensive and deadly
spell slot to use the spell-like ability
1 week training with a druid of at
powers a druid can master, tapping
more than twice per day. Allocating a
least 7th level already on the Path of
into the raw power of natural chaos in
slot three levels higher allows him to
Unraveling.
its most elemental form. Some masters
cast the spell four times per day, and a
of this path learn to call on nature s Benefit: In addition to the spells
slot six levels higher lets him cast it six
power to unravel the magic of arcanists provided under Spontaneous Casting,
times per day.
or priests. those on the Path of Unraveling may
Each time the druid gains a new
add the following spells to the list of
Path of
druid spell level they have a one-time
those they can spontaneously cast:
Nature s Wrath opportunity to change the spell selected
Path of Unraveling
for the Path of the Locus, giving up the
Individuals on the Path of Nature s
Spontaneous Casting Spell List
old one to replace it with a new one.
Wrath have focused most directly on
Level Spell(s)
the tremendous destructive energies of
Special: A druid on the Path of the
nature and can bring them forth against
Locus cannot join the Path of Vitality
1st Remove fear
enemies even when caught unprepared.
or the Path of the Shifter.
2nd Lesser restoration
Prerequisites: Storm Shaper Initiate, 3rd Quench
Beast Paths
Spell Focus (evocation), Survival 8
4th Dispel magic
Orboros encompasses the predatory
ranks.
5th Restoration
beasts of the wild as well as storm and
6th Dispel magic, greater
Initiation Requirement: 2,000 XP; 1
earth. Some druids use their power to
week training with a druid of at least 7th True seeing those on this path
call forth allies from the wilderness,
ignore the material component
7th level already on the Path of Nature s
controlling dangerous animals to fight
requirement for this spell
Wrath.
in their stead. Others tap into the
8th Restoration, greater
essence of predation, casting aside
Benefit: In addition to the spells
9th Antimagic field their humanity to transform their
provided under Spontaneous Casting,
bodies and truly becoming one with
those on the Path of Nature s Wrath
Special: A druid on the Path of
the mind of beasts.
may add the following spells to the list
Unraveling cannot join the Path of the
of those they can spontaneously cast:
Wayfarer or the Path of the Beast Mind.
Path of the
Beast Mind
Path of Nature s Wrath
Path of the Locus
Spontaneous Casting Spell List
Those on the Path of the Beast
Only those with a deeper understanding
Mind have focused their power on
Level Spell(s)
of the fundamental nature of their power
understanding and manipulating the
and the energies of nature can master
1st Produce flame
minds of beasts, learning how to both
the Path of the Locus. In doing so they
2nd Fog cloud
control and call them when in need.
3rd Call lightning are able to internalize their magic, no
4th Ice storm
longer relying as heavily on spells to
Prerequisites: Beast Shaper Initiate,
5th Call lightning storm
manifest natural power.
Handle Animal 8 ranks.
6th Cone of cold
Prerequisites: Storm Shaper Disciple,
Initiation Requirement: 1,250 XP; 1
7th Control weather
Knowledge (arcana) 13 ranks.
week training with a druid of at least
8th Whirlwind
7th level already on the Path of the
9th Storm of Vengeance
Initiation Requirement: 3,000 XP; 1
Beast Mind.
week training with a druid of at least 12th
Special: A druid on the Path of Nature s
level already on the Path of the Locus.
Benefit: In addition to the spells
Wrath cannot join the Path of Stone or
provided to all druids under
the Path of the Bonded Beast.
Benefit: Upon completing this training,
Spontaneous Casting, those on the
the druid can use one of his divine spell
Path of Unraveling
Path of the Beast Mind may add the
slots to permanently prepare one of his
following spells to the list of those they
An area of particular defensive strength,
divine spells as a spell-like ability that
can spontaneously cast:
the druids of the Path of Unraveling
can be used twice per day. The druid
focus on combating the magic of
does not use any components when
outsiders. They are able to wield natural
casting this spell, although he must still
energy to disrupt those who would try
pay any required XP costs.
to bend reality in their presence.
The spell normally uses a spell slot
Prerequisites: Storm Shaper Initiate,
of the spell s level (or higher, if the
druid chooses to permanently attach a
4
Paths of Power - Web Extra
bonus HD, natural armor adjustment, Animal Companion Basics
Path of the
Str/Dex adjustment, bonus tricks, and
Use the base statistics for a creature
Beast Mind
special powers.
of the companion s kind, but make the
Spontaneous Casting Spell List
Argus (level -5), badger, black bear following changes.
Level Spell(s)
(level -3), boar (level -3), brown bear
Class Level
(level -6), burrow-mawg (level -2),
1st Charm animal
The druid s class levels stack with levels
crocodile (level -3), dog, eagle, hawk,
2nd Hold animal
of any other classes that are entitled to
lemax (level -2), owl, raevhan buffalo
an animal companion for the purpose of
3rd Dominate animal
(level -9), snake (small or medium
determining the companion s abilities,
viper), saqu (level -7), screecher (level
4th Summon nature s ally IV
and certain special animals require an
-3), skigg (level -2), snake (constrictor
5th Baleful polymorph
adjustment as listed above.
or large viper) (level -3), thornwood
mauler (level -15), wolverine (level -3),
6th Summon nature s ally VI
Bonus Hit Dice
or wolf.
7th Summon nature s ally VII
Extra eight-sided (d8) Hit Dice, each
This animal is a loyal companion that
of which gains a Constitution modifier
8th Animal shapes
accompanies the druid on his adventures
as normal. Remember that extra Hit
9th Summon nature s ally IX
as appropriate for its kind. Apply the
Dice improve the animal companion s
indicated parenthetical adjustment, if
base attack and base save bonuses.
Special: A druid on the Path of the
any, to the druid s level on the table
An animal companion s base attack
Beast Mind cannot join the Path of the
below for purposes of determining the
bonus is the same as that of a druid
Wayfarer or the Path of Unraveling.
companion s characteristics and special
of a level equal to the animal s HD.
Path of the
abilities.
An animal companion has good
Bonded Beast
Fortitude and Reflex saves (treat it
The druid s companion is completely
Druids on the path of the bonded beast as a character whose level equals the
typical for its kind except as noted
form a strong connection with a single animal s HD). An animal companion
below. As a druid advances in level,
animal which serves as both a guardian gains additional skill points and feats
the animal s power increases as shown
and a weapon to aid in their battles. for bonus HD as normal for advancing
on the table. If a druid releases his
With this unique bond, the creature a monster s Hit Dice.
companion from service or if the
grows in power, drawing on the energies
animal companion perishes, it cannot
Natural Armor Adjustment
of Orboros through its master.
be replaced until 1 season (~3 months)
The number noted here is an
has passed. At that point the druid may
Prerequisites: Beast Shaper Initiate,
improvement to the animal companion s
gain a new companion by spending a
Handle Animal 8 ranks.
existing natural armor bonus.
week searching for one and establishing
Initiation Requirement: 1,000 XP; 1
a bond with it. Str/Dex Adjustment
week training with a druid of at least 7th
Special: A druid on the Path of the Add this value to the animal companion s
level already on the Path of the Bonded
Bonded Beast cannot join the Path of Strength and Dexterity scores.
Beast; 1 additional week spent locating
Nature s Wrath or the Path of Stone.
a suitable animal companion from an
appropriate environment.
Benefit: Those on this path gain the
benefit of an animal companion. The
type of companion must be approved
The Druid s Animal Companion
by the GM, but one from the following
A druid s animal companion differs from a normal animal of its kind in many ways.
list is suggested, including a level
A druid s animal companion is superior to a normal animal of its kind and has special
adjustment which must be applied to
powers, described below.
the Druid s Animal Companion chart
(below) when determining its special
Class Level Bonus Natural Str/Dex Bonus Special
powers. An animal type cannot be
HD Armor Adj. Adj. Tricks
chosen if the indicated adjustment to the
1st-2nd +0 +- +0 1 Link, share spells
druid s level would be 0 or lower. For
3rd-5th +2 +2 +1 2 Evasion
example, a 6th level druid could choose
an argus as an animal companion, but
6th-8th +4 +4 +2 3 Devotion
not a saqu. A 6th level druid choosing
9th-11th +6 +6 +3 4 Multiattack
an argus is considered 1st level on the
12th-14th +8 +8 +4 5
animal companion chart for purposes of
15th-17th +10 +10 +5 6 Improved evasion
18th-20th +12 +12 +6 7
5
Paths of Power - Web Extra
Multiattack Any gear worn or carried by the druid
Bonus Tricks
melds into the new form and becomes
An animal companion gains Multiattack
The value given in this column is the
nonfunctional. When the druid reverts
as a bonus feat if it has three or more
total number of  bonus tricks that
to his true form, any objects melded
natural attacks and does not already
the animal knows in addition to any
into the new form reappear in the same
have that feat. If it does not have the
that the druid might choose to teach it
location on his body that they previously
requisite three or more natural attacks,
(see the Handle Animal skill). These
occupied and are again functional. Any
the animal companion instead gains a
bonus tricks require no training time
new items worn in the assumed form
second attack with its primary natural
or Handle Animal checks, and do not
fall off and land at the druid s feet.
weapon, albeit at a -5 penalty.
count against the normal limit of tricks
A druid loses his ability to speak while in
known by the animal. The druid selects Improved Evasion (Ex)
animal form because he is limited to the
these bonus tricks. Once selected, these
When subjected to an attack that
sounds that a normal, untrained animal
tricks cannot be changed.
normally allows a Reflex saving throw
can make, but he can communicate
Link (Ex) for half damage, an animal companion
normally with other animals of the same
takes no damage if it makes a successful
general grouping as his new form.
A druid can handle his animal
saving throw and only half damage if
companion as a free action, or push
At 15th level the druid gains the ability
the saving throw fails.
it as a move action, even if he has no
to take the shape of a huge animal. The
ranks in the Handle Animal skill. The Path of the
new form s Hit Dice cannot exceed the
druid gains a +4 circumstance bonus
Shifter
character s druid level.
on all wild empathy checks and Handle
Those on the Path of the Shifter have
Special: A druid on the Path of the
Animal checks made regarding an
so immersed themselves in the minds
Shifter cannot join the Path of Vitality
animal companion.
of beasts and have such a thorough
or the Path of the Locus.
Share Spells (Ex)
understanding of beast physiology that
they have learned to transform into the
At the druid s option, he may have any
predators they admire.
spell (but not any spell-like ability) he
casts upon himself also affect his animal
Prerequisites: Beast Shaper Disciple,
companion. The animal companion
Endurance
must be within 5 feet of him at the time
Initiation Requirement: 2,000 XP; 1
of casting to receive the benefit. If the
week training with a druid of at least 12th
spell or effect has a duration other than
level already on the Path of the Shifter.
instantaneous, it stops affecting the
Benefit: Those on this path gain the Wild
animal companion if the companion
Shape ability. The druid is proficient with
moves farther than 5 feet away and will
all natural attacks (claw, bite, etc.) of any
not affect the animal again, even if it
form assumed by Wild Shape.
returns to the druid before the duration
expires.
This ability allows the druid to turn into
any medium or large sized predatory
Additionally, the druid may cast a spell
animal and back again. His options for
with a target of  You on his animal
new forms include all creatures with
companion (as a touch range spell)
an animal type that is carnivorous or
instead of on himself. A druid and his
omnivorous. The form chosen must be
animal companion can share spells even if
that of an animal the druid is familiar
the spells normally do not affect creatures
with. This ability functions like the
of the companion s type (animal).
Alternate Form special ability, except
Evasion (Ex)
as noted. The effect lasts for 1 hour per
If an animal companion is subjected
druid level, or until he changes back.
to an attack that normally allows a
Changing form (to animal or back)
Reflex saving throw for half damage,
requires a standard action and does
it takes no damage if it makes a
not provoke an attack of opportunity.
successful saving throw.
Each time the druid uses wild shape, he
regains lost hit points as if he had rested
Devotion (Ex)
for a night. The druid can use this ability
An animal companion gains a +4
once per day for every five druid levels
morale bonus on Will saves against
(2/day 10th-14th level, 3/day 15-19th,
enchantment spells and effects.
4/day 20th).
6
Paths of Power - Web Extra
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