
Originally Posted by
edrein
Core abilities
The Animal Lord I: Choose an totem animal to focus your abilities on, gaining a abilities based upon that animal. In addition, each enhancement point spent in the Animal Lord tree grants +1 Universal Spell Power to all spells and +1 to your Maximum Hitpoints.
Snakelord I: You gain 15hp. Additionally for each core of Snakelord you and your companions gain +1 reflex save.
Wolflord I: You gain 2% doublestrike for each core you posses. Your wolf companion additionally gains +1 sneak damage die per core.
Bearlord I: You gain martial weapons profiency,10 PPR and MRR. Each additional core provides stacking 4/- DR.
Catlord I: Invisibility: Spell Like Ability: Invisibility (Activation Cost: 1 SP. Cooldown: 6 seconds.)
Dryadlord: Small Dryad Sap: Spell Like Ability: Lesser Vigor (Activation Cost: 3 SP. Cooldown: 4 seconds.)
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Druid Level 1
The Animal Lord II: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.
Snakelord II: Like a viper fiend your melee attacks drip of your venom: Your MELEE attacks now deal 1d6 Magical Poison. (This damage increases by 1 die at each core until capped at 5d6. This damage is also increased by Melee Power.)
Wolflord II: Animal Growth: Spell Like Ability: Animal Growth (Activation Cost: 7 SP. Cooldown: 20 seconds.)
Bearlord II: You gain a new bear companion, this companion has a high threat generation and deals AoE damage. You can only have one companion active at once, this companion will replace the druid's wolf companion if the wolf is already summoned.
Catlord II: You gain the feat Fury of Blows, allowing you to fight unarmed like a monk. Your base unarmed damage increases to 1d6, at level 12 this becomes 2d6 and at 3d6 at level 20. (This does not stack with a Monk's Fury of Blows feat.)
Dryadlord II: Salt Ray : Spell Like Ability: Heightened Salt Ray (Activation Cost: 5 SP. Cooldown: 6 seconds.)
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Requires: The Animal Lord I, Druid Level 3
The Animal Lord III: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.
Snakelord III: Venomous Discharge : Spell Like Ability: Poison (Activation Cost: 3 SP. Cooldown: 2 seconds)
Wolflord III: You gain an additional wolf companion, allowing you to summon a small pack of two wolves. The second wolf mirrors the gear and stats on your main wolf.
Bearlord III: Wrath of Nature: Toggle: +2 profane bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and 10% melee attack speed. (Activation Cost: 15 SP.)
Catlord III: You gain feat Wildshape Lion:
While in this form, you gain +2 Dexterity and primal +4 to Trip DCs.
Your base attack speed is 10% faster, you gain a +3 bonus to attack while flanking, +1d6 sneak attack damage, and a +10% enhancement bonus to movement speed.
Your natural attacks do 1d6 damage, do both piercing and slashing damage, and critically hit for double damage on a roll of 19-20.
On Vorpal Melee Hit: You enter a free movement sneak stance for 10 seconds, allowing you to perform a sneak attack with +3d6 damage on top of any sneak attack die you may already posses.
Form specific spells: Takedown and Baiting Bite.
Dryadlord III: Thornbush: Spell Like Ability: Spike Growth. (Activation Cost: 8 SP. Cooldown: 6 seconds.)
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Requires: The Animal Lord II, Druid Level 6
The Animal Lord IV: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.
Snakelord IV: Tail Swipe: You swing your leg outward in an attempt to damage and trip enemies in a small radius. You 'cleave' for +3W and perform a trip effect with a reflex DC of (insert reasonable number). (Activation Cost: 15 SP. Cooldown: 12 seconds.)
Wolflord IV: Feast on the Kill: Toggle: While in Wolf form you are healed for 3d10 + Positive Spell Power HP whenever an enemy is killed within 20ft of you, your wolf companions gain this benefit regardless of your current form.
Bearlord IV: You gain the ability to summon an additional bear companion and have a chance to heal yourself for 4d10 + positive energy spellpower HP when being hit.
Catlord IV: You gain a lioness companion, this companion deals sneak attack damage and possesses a chance to outright kill enemies on vorpal hits. You can only have one companion active at once, this companion will replace the druid's wolf companion if the wolf is already summoned.
Dryadlord IV: Greater Dryad Sap : Spell Like Ability: Regenerate (Activation Cost: 15 SP. Cooldown: 7 seconds)
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Requires: The Animal Lord III, Druid Level 12
The Animal Lord V: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.
Snakelord V: Venomous Gale : Spell Like Ability: Creeping Doom (Activation Cost: 15 SP. Cooldown: 6 seconds)
Wolflord V: You gain an additional wolf companion for a total of three. Your pack gains a +4 bonuses to flanking, +1 sneak die, and +20% melee threat reduction.
Bearlord V: Nature's Guardian: Toggle: You gain full BAB, +2 con, 10% HP bonus and provide an aura to your bear companion that increases its HP and AC by 20%. (Activation Cost: 100 SP. Cooldown: 30 seconds.)
Catlord V: You gain feat Wildshape Panther:
While in this form, you gain +2 Dexterity, Manslayer, and primal +4 to Trip DCs.
You attack 15% faster, you gain a +5 bonus to attack while flanking, +2d6 sneak attack damage, and a 15% enhancement bonus to movement speed.
Your natural attacks do 1d10 damage, do both piercing and slashing damage, and critically hit for triple damage on a roll of 19 or 20.
On Critical Melee Hit: You enter a free movement sneak stance for 10 seconds, allowing you to perform a sneak attack with +3d6 damage on top of any sneak attack die you may already posses.
Form specific spells: Takedown and Baiting Bite.
Dryadlord V: You gain feat Wildshape Dryad:
While in this form, you gain +4 Wisdom and +4 primal natural armor.
Your plant-based spells are cast at your Character Level + Epic Level while in this form.
On Melee Critcal or Spell Critical: A splinterbolt is cast freely, maximized and empowered.
You have immunity to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. As well as +150% critical hit resistance but suffer 1.5 times the normal damage from fire attacks and spells.
You are considered plant/elemental rather than your original type for the purpose of most effects.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Requires: The Animal Lord IV, Druid Level 18
Master of Beasts: Through extensive training and hours of bonding with your totem animal, you have finally become a lord of beasts. You gain +2 Wisdom, and +2 Constitution. As well as having a summoning cap of three non-companion creatures and additionally you gain benefits based on your Totem Animal or can choose a new totem to learn the basics in;
Snakelord: You gain +2 to dexterity and Evasion as a feat.
Wolflord: Your pack has grown once more, giving you four wolves in total. Your pack gains a +4 primal bonus to sneak attack die and a primal +2 to dexterity.
Bearlord: You gain +2 con and a 5% chance to perform a free great cleave when damaged in combat, this applies to your bear companion as well.
Catlord: You gain +10 doublestrike and +15 offhand doublestrike, this benefit applies to your lion companion as well.
Dryadlord: You gain feat Dryad's Tree: Instead of dying you are turned into a tree, this tree is considered helpless but your transformation drops any aggro you had, after 10 seconds of being a tree you are reborn without having truly died. You can only use this ability once every seven minutes.
Secondary Totem Mastery: You gain cores I through III for an additional totem animal.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: The Animal Lord V, Druid Level 20
Tier One
Patience of the Lord: Diplomacy, Concentration, and Heal skill +1/+2/+3.
AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None
Natural Armor I: Your skin hardens like the bark of a tree. You gain +1/2/4 insightful natural armor.
AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None
Beast Training I: Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None
Fury of the World's Guardians I: You gain a stacking 2 melee power per Forest Master core you possess.
AP Cost: 1 Ranks: 1 Progression: 5 Requirements: None
Beastmaster I: You gain two Wild Empathy uses.
AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None
Tier Two
Packmaster's Might: Spell Like Ability: Ram's Might (When cast the buff also applies to all summoned pets, companions, and creatures). (Activation Cost: 3 SP. Cooldown: 4 seconds.)
AP Cost: 2 Ranks 1 Progression: 5 Requirements: None
Natural Armor II: You gain +10 PPR and +10 MMR.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Natural Armor I
Beast Training II: Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Beast Training I
Fury of the World's Guardians II: Toggle: You and nearby allies gain +2/4 to hit and damage and 1/3% doublestrike.
AP Cost: 1 Ranks: 2 Progression: 5 Requirements: Fury of the World's Guardians I
Beastmaster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Forest Dominion I
Tier Three
Packmaster: Spell Like Ability: Harrowing Pack (This ability does not require Wolf form). (Activation Cost: 8 SP. Cooldown: 6 seconds.)
AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None
Natural Armor III: Toggle: You and nearby allies gain +2/4/6 energy resistance.
AP Cost: 1 Ranks: 3 Progression: 10 Requirements: Natural Armor II
Beast Training III: Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beast Training II
Beastmaster III: You expend one Wild Empathy to heal your animal companions for 10d15 HP, all negative levels, and all ability score damage. (Cooldown: 30 seconds.)
AP Cost: 2 Ranks: 1 Progression: 10 Requirements: Beastmaster II
Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution
AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None
Tier Four
Beast Training IV: No more SP and HP penalty when your companion dies, however if you possess Wolflord IV you take 50% the normal penalties. You also gain the ability to summon two non-companion creatures at once.
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beast Training III
Fury of the World's Guardians III: You and nearby allies gain and additional +1/2% to hit and damage and 1/3% doublestrike.
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Fury of the World's Guardians II
Beastmaster IV: Beastmaster's Call: Spell Like Ability: Howl of Terror (This ability does not require Wolf Form). (Activation Cost: 6 SP. Cooldown: 6 seconds.)
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beastmaster III
Wise Blows: You can now use your wisdom score for both to hit and damage rolls.
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None
Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution
AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None
Tier Five
Symbiotic Nature: Toggle Stance: You and your summons gain an Insight bonus to Damage, Doublestrike, and Attack Speed equal to your 1/2 Wisdom modifier. (Activation Cost: Wild Empathy uses reduced by 3 while active.)
AP Cost: 1 Ranks: 3 Progression: 30 Requirements: None
Master Trainer: Your summoned creatures, charmed minions, and hirelings all use your character level and epic levels for their level and AP should this be applicable.
AP Cost: 2 Ranks: 1 Progression: 30 Requirements: None
Beast Training V: Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.
AP Cost: 2 Ranks: 3 Progression: 30 Requirements: Beast Training IV
Dryad's Favor: You gain a passive HP regeneration effect of +1d4/2d4/3d4 per 30 seconds. (This regeneration effect scales with positive energy spellpower.) Along with a summon-able Dryad companion. (Only one companion may be summoned at a time. This companion will replace the Druid's wolf if the wolf is already summoned, and also counts as one companion slot for any additional slots unlocked in this tree.)
AP Cost: 1 Ranks: 3 Progression: 30 Requirement: None