TEXT: Druidic Enclaves I
  New Druid Archetypes
  #108
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material 
  by E. Gary Gygax and Dave Arneson.
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  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
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  Player Paraphernalia #108 Druid Enclaves I, New Druid Archetypes © 
  2017, The Knotty-Works; Author: John Buckley.
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  1
  Player Paraphernalia #108
  By The Knotty-Works
  Welcome to issue one hundred and eight of  the 
  Player Paraphernalia series, short supplements 
  designed to offer players new options for use with 
  the Pathfinder RolePlaying Game (©Paizo, Inc.).   
  This issue introduces several new druid archetypes, 
  designed from the four alignment aspects.
  AnArchic DruiD
  Chaos gave birth to life, and drives it forward 
  in perpetual motion.  The anarchic druid 
  understands that only through the strife of 
  anarchy may life be driven forward.  While 
  many bathe in the flames of chaos, the 
  anarchic druid’s very soul in infused with 
  the burning desire to bring down those that 
  would attempt to shackle nature with their 
  own preconceptions.
  Alignment:  The anarchic druid must be 
  chaotic neutral in alignment.
  Aura (Ex)
  The anarchic druid gains a powerful chaotic 
  aura based on his class level.
  Chaotic Spells
  When casting spells with the Chaos descriptor, 
  the anarchic druid is treated as having a 
  +1 caster level while determining the spell’s 
  effects.
  This modifies the druid’s spell casting feature.
  Chaos Bond (Ex)
  At 1st level the anarchic druid may choose 
  an animal companion or he may choose 
  the Chaos domain (or an appropriate sub-
  domain).
  If the anarchic druid chooses an animal 
  companion, it shares the same alignment as 
  the druid and is naturally harder to control 
  than other animals due to its chaotic nature.  
  Any Handle Animal skill checks performed 
  on the anarchic druid’s animal companion 
  or attempts to alter its attitude suffer a 
  -4 penalty.  This penalty cancels out the 
  bonus the druid gains through the animal 
  companion’s link special ability.  While the 
  anarchic druid may handle his companion 
  as a free action, it takes a standard action to 
  push the animal to perform a task for which it 
  wasn’t trained.  It takes twice as long to train 
  his animal companion a new task or trick.
  The anarchic druid’s companion gains a 
  +2 bonus on Will saves versus enchantment 
  spells and effects including fear based 
  effects at 1st level.  This bonus increases by 
  +1 at 6th level and every six levels thereafter.
  
  2
  At 6th level the animal companion gains DR 
  1/Law.  This damage reduction increases by 
  1 at 9th level and every three levels thereafter.
  This feature alters the druid’s nature bond class 
  feature.  The druid’s animal companion’s Link 
  feature is also modified as listed above and 
  the Devotion special ability is lost.
  Summon Chaos Born (Sp)
  When the anarchic druid spontaneously 
  casts a Summon Nature’s Ally spell in place 
  of a prepared spell, those summoned gain 
  Spell Resistance equal to its CR +5 and it may 
  smite law 1/day as a swift action (adding 
  its HD to its attack and damage rolls to the 
  designated target if it is lawful in alignment).  
  The smite persist until the summoned animal 
  is dismissed, killed, or the target of the smite 
  is dead.
  Hit Dice
  Ability
  1 - 5
  All natural attacks are treated 
  aligned (chaotic)
  6 - 10
  DR 5/Law
  11+
  DR 10/Law
  This feature modifies the druid’s Spontaneous 
  Casting class feature.
  AxiomAtic DruiD
  Life is order, all things in creation have 
  their place.  The axiomatic druid excels at 
  ensuring that natural laws are not violated by 
  man or those that would seek impose their 
  own will over that of nature.  When nature is 
  corrupted, the axiomatic druid hunts down 
  such corruption and eliminates the source no 
  matter what the personal cost.
  Alignment:  The axiomatic druid must be 
  lawful neutral in alignment.
  Aura (Ex)
  The axiomatic druid gains a powerful lawful 
  aura based on his class level.
  Lawful Spells
  When casting spells with the Law descriptor, 
  the axiomatic druid is treated as having a 
  +1 caster level while determining the spell’s 
  effects.
  This modifies the druid’s spell casting feature.
  Law Bond (Ex)
  At 1st level the axiomatic druid may choose 
  an animal companion or he may choose the 
  Law domain (or an appropriate sub-domain).
  If the axiomatic druid chooses an animal 
  companion, it shares the same alignment 
  as the druid and is naturally compliant to 
  the druid’s control due to its lawful nature.  
  The axiomatic druid may push his animal 
  companion as a swift action and the animal 
  is easier to train and picks up new tasks and 
  tricks quickly.  The axiomatic druid adds ½ his 
  class level to any Handle Animal skill checks 
  to train his companion, and it only takes 1 
  
  3
  day per week of normal training to complete 
  the training.
  The axiomatic druid’s companion gains a 
  +2 bonus on Will saves versus enchantment 
  spells and effects including fear based 
  effects at 1st level.  This bonus increases by 
  +1 at 6th level and every six levels thereafter.
  At 6th level the animal companion gains DR 1/
  Chaos.  This damage reduction increases by 
  1 at 9th level and every three levels thereafter.
  This feature alters the druid’s nature bond 
  class feature.  The druid’s animal companion’s 
  Link feature is modified as listed above and it 
  Devotion special ability is lost.
  Summon Law Born (Sp)
  When the axiomatic druid spontaneously 
  casts a Summon Nature’s Ally spell in place 
  of a prepared spell, those summoned gain 
  Spell Resistance equal to its CR +5 and it may 
  smite law 1/day as a swift action (adding 
  its HD to its attack and damage rolls to the 
  designated target if it is chaotic in alignment).  
  The smite persist until the summoned animal 
  is dismissed, killed, or the target of the smite 
  is dead.
  Hit Dice
  Ability
  1 - 5
  All natural attacks are treated 
  aligned (law)
  6 - 10
  DR 5/Chaos
  11+
  DR 10/Chaos
  This feature modifies the druid’s Spontaneous 
  Casting class feature.
  ProfAne DruiD
  Life is survival, and only those strong enough 
  to take what they need should be granted 
  the spoils of life.  The profane druid seeks to 
  weed out the chaff from the wheat, working 
  to ensure that only the fittest survive and 
  thrive while weaker species meet their 
  extinction in a timely manner.
  Alignment:  The profane druid must be 
  neutral evil in alignment.
  Aura (Ex)
  The profane druid gains a powerful evil aura 
  based on his class level.
  Evil Spells
  When casting spells with the Evil descriptor, 
  the profane druid is treated as having a +1 
  caster level while determining the spell’s 
  effects.
  This modifies the druid’s spell casting feature.
  Evil Bond (Ex)
  At 1st level, the profane druid may choose 
  an animal companion or he may choose the 
  Evil domain (or an appropriate sub-domain).
  If the profane druid chooses an animal 
  companion, it shares the same alignment as 
  the druid and is tempermental when dealing 
  with the druid or others.  As a result, any 
  attempts to use Handle Animal or any ability 
  that attempts to alter the animal companion’s 
  attitude suffers a -2 penalty, also reducing 
  the bonuses granted by the  Link between 
  the druid and the animal companion.  The 
  profane druid may handle the animal 
  companion normally, but if the druid wishes 
  to push the animal into performaing a task or 
  trick it does not know, the profane druid must 
  succeed in an opposed Inidimidate check.
  The profane druid’s companion gains a +2 
  bonus on Will saves versus enchantment 
  spells and effects including fear based 
  effects at 1st level.  This bonus increases by 
  +1 at 6th level and every six levels thereafter.
  At 6th level the animal companion gains DR 1/
  Good.  This damage reduction increases by 1 
  at 9th level and every three levels thereafter.
  This feature alters the druid’s nature bond 
  class feature.  The druid’s animal companion’s 
  
  4
  Link feature is modified as listed above and it 
  Devotion special ability is lost.
  Summon Evil Spawn (Sp)
  When the profane druid spontaneously casts 
  a Summon Nature’s Ally spell in place of a 
  prepared spell, those summoned gain Spell 
  Resistance equal to its CR +5 and it may 
  smite good 1/day as a swift action (adding 
  its HD to its attack and damage rolls to the 
  designated target if it is good in alignment).  
  The smite persist until the summoned animal 
  is dismissed, killed, or the target of the smite 
  is dead.
  Hit Dice
  Ability
  1 - 5
  All natural attacks are treated 
  aligned (evil)
  6 - 10
  DR 5/Good
  11+
  DR 10/Good
  This feature modifies the druid’s Spontaneous 
  Casting class feature.
  SAcreD DruiD
  The sanctity of life is paramount to true 
  fulfillment of nature.  While loss is inevitable , 
  sacrifice for the lives of others the true service 
  one may perform in nature.  The sacred 
  druid strives to nurture the spirits of nature 
  itself by faithfully serving and protecting their 
  creation from the trepedations of those that 
  seek to corrupt or destroy it.
  Alignment:  The sacred druid must be neutral 
  good in alignment.
  Aura (Ex)
  The sacred druid gains a powerful good aura 
  based on his class level.
  Good Spells
  When casting spells with the Good descriptor, 
  the sacred druid is treated as having a +1 
  caster level while determining the spell’s 
  effects.
  This modifies the druid’s spell casting feature.
  Good Bond (Ex)
  At 1st level, the sacred druid may choose 
  an animal companion or he may choose 
  the Good domain (or an appropriate sub-
  domain).
  If the sacred druid chooses an animal 
  companion, it shares the same alignment as 
  the druid and is very friendly when dealing 
  with the druid or others.  As a result, any 
  attempts to use Handle Animal or any ability 
  that attempts to alter the animal companion’s 
  attitude gain a +2 bonus, also increasing the 
  bonuses granted by the  Link between the 
  druid and the animal companion.
  The sacred druid’s companion gains a +2 
  bonus on Will saves versus enchantment 
  spells and effects including fear based 
  effects at 1st level.  This bonus increases by 
  +1 at 6th level and every six levels thereafter.
  At 6th level the animal companion gains DR 
  1/Evil.  This damage reduction increases by 1 
  at 9th level and every three levels thereafter.
  This feature alters the druid’s nature bond 
  class feature.  The druid’s animal companion’s 
  Link feature is modified as listed above and it 
  Devotion special ability is lost.
  Summon Good Spirits (Sp)
  When the sacred druid spontaneously casts 
  a Summon Nature’s Ally spell in place of a 
  prepared spell, those summoned gain Spell 
  Resistance equal to its CR +5 and it may 
  smite evil 1/day as a swift action (adding 
  its HD to its attack and damage rolls to the 
  designated target if it is evil in alignment).  
  The smite persist until the summoned animal 
  is dismissed, killed, or the target of the smite 
  is dead.
  Hit Dice
  Ability
  1 - 5
  All natural attacks are treated 
  aligned (good)
  6 - 10
  DR 5/Evil
  11+
  DR 10/Evil
  This feature modifies the druid’s Spontaneous 
  Casting class feature.
  
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