Author Topic: Class - the Druid  (Read 2454 times)

Lanaya

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Class - the Druid
« on: August 21, 2013, 06:46:01 PM »
Druid

8 HP, 5 skills, KOM Varies, KDM Wis, average BAB, good Fort and Will saves.

Medium Track: Natural Bond
Slow Track: Spellcasting
Fast Track: One with Nature

Druids vary in their fighting styles as much as the beasts of the natural world itself. Your Key Offensive Modifier is any physical ability modifier, chosen at character generation.

Natural Bond
Spoiler
1st Circle – Animal CompanionEX: You have an animal companion, a faithful partner who journeys with you. Your animal companion’s default action is to stand by your side, but you can direct it to attack a single target as a move action. If you do, you may control it directly, but it must use its standard and move actions to approach that target or target it with offensive actions. Once that target is slain or leaves your animal companion’s line of sight, or you spend another move action to command it to return, it will return to your side until given another command.
Your animal companion is the same level as you, and its hit points per level are determined by its type. It uses your base saving throw values and base attack bonus (unmodified by effects such as wielding a Grim Heritor). Its mental ability scores are all 8. You may assign a 16, 14 and 10 to its physical ability scores when you gain this ability. You choose its KOM and KDM. Your animal companion is not trained in any skills, nor does it gain feats. Its movement speed increases with its level at the same rate as a character’s, but it does not gain magic items or bonuses to its ability scores. Its creature type is [Animal].
Due to its spiritual link with you, if you are [Dead], your animal companion will immediately fade away, ceasing to exist. At the beginning of each [Scene], if your animal companion is [Dead] or has faded away, you may resurrect or recreate it, returning it to full HP and removing any conditions, spells or effects with temporary durations activate upon it.
>> Hunter (wolf, tiger, velociraptor): 10 HP per level, [Small], [Medium] or [Large] size. Special: Possesses a natural weapon with the [Brutal 3] property, and has a +10 ft bonus to movement speed.
>> Scout (eagle, hawk, bat): 8 HP per level, [Small] or [Medium] size. Special: Has the Fly movement mode, and can be given the Scout command as a move action. When Scouting, the animal companion will fly in a direction of your choice until it detects a creature which is outside your line of sight, then return. It can communicate to you through various gestures the number of creatures it located, as well as the size of each.
>> Warrior (bear, crocodile, gorilla): 12 HP per level, [Medium] or [Large] size. Special: Possesses a natural weapon with the [Reach] property, and has a +2 item bonus to Armour Class.

2nd Circle – Mind’s EyeEX: You possess a mental link to your animal companion. As long as it remains within your [Long] range, you can communicate with each other telepathically, and you gain line of sight from your animal companion’s square. In addition, your animal companion gains two trained skills. One is determined by its type, the other you can choose freely.
Hunter – Athletics
Scout – Perception
Warrior – Vigour

3rd Circle – Berserk FuryEX: Once per [Encounter], when you are dropped below half your maximum hit points, your animal companion can immediately make an attack or charge action.

4th Circle – Pack FightersEX: You and your animal companion excel at working together to bring down a foe. Once per [Round] when you make an offensive action against an opponent, you may have that opponent gain [Vulnerability] to all damage from your animal companion for one [Round].

5th Circle – DevotionEX: Your animal companion interferes with your enemy’s attacks, and its presence steels your mind and body. While it is within your [Melee] range, you gain a deflection bonus to Armour Class equal to the number of circles you possess, and a +3 bonus to all saves.

6th Circle – As OneEX: You no longer need to give your animal companion orders, instead you may control its actions completely. As long as your animal companion is within your [Close] range, you both gain a +1 bonus on all d20 rolls.

7th Circle – Spirit BondEX: Your animal companion gains [Fast healing] equal to twice your level. Whenever you would take damage, if your animal companion is within your [Close] range, the damage is instead split equally between you and your animal companion. This split happens before any other ability affects the damage taken and after the split the damage taken cannot be reduced, split, or affected in any way.

Spellcasting
Spoiler
You cast spells drawn from the druid spell list. Your Wisdom modifier is your Spellcasting Ability Modifier (SAM) for this track. The DC for your spells is equal to 10 + ½ your character level + your Spellcasting Ability Modifier. You can only cast a certain number of spells of each spell level in a [Scene]. That number is noted on the “Spells per [Scene] by Circle” section of the table above. You also receive bonus spells per [Scene] for having a high Spellcasting Ability Modifier.
You can only cast spells that you know. You gain an additional three spells known every time you gain a circle in this track. Any time that you level up, you can unlearn a single spell and learn a new spell of the same level. You cannot learn spells of a level you cannot cast. You may use an available spell slot of a circle to cast any spell you know of that circle or lower.

One with Nature
Spoiler
Some druids prefer to be on the front lines, taking on the form of beasts and viciously tearing apart their foes, while others favour a more subtle approach to dealing with trouble, relying more on their bond with the natural world. Choose either the Wild Shape or Beastmaster aspect. Whenever a One with Nature circle offers two abilities, you gain the one associated with the aspect you chose. You cannot choose the Beastmaster aspect unless you also have the Natural Bond track.

1st Circle (Wild Shape Aspect) – Wild ShapeSU: Once per [Scene], plus one time per [Scene] for each circle you possess, you can transform yourself into the shape of an animal, taking on its characteristics. As a swift action, if you are not already in an wild shape, you may transform into an animal, entering wild shape. While in wild shape, you gain one ability from the list below, chosen when you enter wild shape, and your creature type changes to [Animal], although you do not gain Bestial Intelligence or the Fear is the Appropriate Response ability. This effect lasts until dismissed as a swift action.

>> Charge of the Rhinocerous: When using the Charge maneuver, you ignore the normal -2 penalty to Armour Class. The attack you make as part of the Charge deals +1 damage for each circle you possess. This is a fury bonus.
>> Claws of the Tiger: You gain the following natural weapon:
Animal Claws – Melee, range [Melee], [Brutal 3].
>> Ears of the Bat: You gain [Tremorsense] out to [Close] range.
>> Ferocity of the Bear: You gain a +1 bonus on attack rolls for each circle you possess. This is a fury bonus.
>> Flight of the Bird: You gain the Fly movement mode.
>> Gills of the Fish: You gain the Swim movement mode.
>> Size of the Mouse: Your size becomes [Small].
>> Stature of the Elephant: Your size becomes [Large].
>> Stealth of the Owl: You gain a +2 bonus on Stealth checks.

1st Circle (Beastmaster Aspect) – Enhanced CompanionEX: Your animal companion gains a +2 racial bonus to one ability score of your choice. As it gains levels, its ability scores increase at the same rate as a character’s.

2nd Circle– Nature SenseEX: You gain a +3 bonus on Nature checks. In addition, choose one of the following options. This choice is permanent.
>> Resist Nature’s Lure: You gain a +3 bonus on saving throws against effects used or abilities activated by creatures with the [Animal], [Fey], [Magical beast] or [Plant] type.
>> Wild Empathy: You can make animals friendly towards you with but a kind look and a few words. This ability functions like the Charm feat, but can only be used on creatures with the [Animal] type.

3rd Circle (Wild Shape Aspect) – Greater Wild ShapeSU: When you use your Wild Shape ability, you may pick two options from the list of abilities, rather than one. (You cannot choose both Size of the Mouse and Stature of the Elephant.) In addition, choose one of the following options. This choice is permanent.
>> Beast Form: When you use the Wild Shape ability, you can transform into a more powerful animal form with an unusually thick hide. If you do, you gain [Damage reduction] equal to your KDM while in wild shape.
>> Elemental Form: When you use the Wild Shape ability, you may change your creature type to [Primordial] instead of [Animal]. If you do, you gain the Energy Being ability. You may choose which energy types to gain [Resistance] and [Vulnerability] to when you enter wild shape.
>> Plant Form: When you use the Wild Shape ability, you may change your creature type to [Plant] instead of [Animal]. If you do, you gain the Establishing your Roots ability.

3rd Circle (Beastmaster Aspect) – MultiattackEX: Your animal companion gains a [Bonus attack] whenever it makes an attack action.

4th Circle (Wild Shape Aspect) – Mighty Wild ShapeSU: While in wild shape, you gain a +4 item bonus to the ability that governs your KOM.

4th Circle (Beastmaster Aspect) – Share SpellsSU: Whenever a spell that has a duration targets you, if it is not a copy, you may share it with your animal companion. To share a spell, create a copy of that spell. The spell and its copy become bonded to one another and gain “When a [Dispelling] effect ends this spell, end all spells bonded to it,” and “When this spell ends, end all spells bonded to it.” Then you cast the copy targeting your animal companion. This does not provoke attacks of opportunity and counts as casting those spells only for the purpose of those spells’ effects.

5th Circle – Herb LoreEX: You know the secrets of plants, and always have at hand a few herbs with special properties. At the beginning of each [Scene] you choose three Herbs from the following list. You may choose more than one of the same Herb. These Herbs function as consumable items that may only be used by you, but you may administer them to an ally within your [Melee] range, granting the benefit to that ally instead of yourself.

>> Barkskin: You gain [Resistance] to physical damage for the remainder of the [Encounter].
>> Goodberry: You heal 5 hit points per character level, and remove up to two of the following conditions currently affecting you: [Battered], [Bleeding], [Blinded], [Burning], [Confused], [Dazed], [Dazzled], [Deafened], [Exhausted], [Fatigued], [Frightened], [Nauseated], [Paralyzed], [Shaken], [Sickened], [Slowed], or [Stunned].
>> Hawkeye: You gain [Ghostwise sight] out to 45 ft, [Darkvision] and arcane sight as the spell for the remainder of the [Encounter].
>> Swiftroot: You gain a +30 ft bonus to your movement speed for the remainder of the [Encounter].
>> Venomfire: For the duration of the [Encounter], opponents hit by your attacks begin [Burning], and the first time you hit with an attack each [Round], before dealing damage, you deal [HP reduction] equal to that amount of damage.

6th Circle – Avatar of the WildEX: You are an extension of the natural world, filled with the power of the world itself. Choose one of the following options. This choice is permanent.
>> A Thousand Faces: Your form changes on a whim, shifting to adapt to your present situation. You gain [Lesser resistance] to all damage and the Burrow, Fly and Swim movement modes.
>> Bane: The unnatural is an abomination that must be purged from the land. You gain [Greater resistance] to magic damage. Whenever an opponent activates a spell, spell-like, or supernatural ability, your attacks gain a +1 bonus on attack rolls and a +2 bonus on damage for the remainder of the [Encounter]. This bonus on attack rolls stacks with itself up to your level, and the bonus on damage stacks with itself up to twice your level.
>> Fount of Life: Your presence brings life and energy to those around you. Allies within your [Close] range have [Fast healing] equal to three times your KDM.

7th Circle (Wild Shape Aspect) – Power of the BeastSU: You fully take on the essence of any animal you transform into, gaining magnificent power. You may use your Wild Shape ability at will. Whenever you enter wild shape, choose one wild shape ability you gained. This ability is enhanced, and grants the following bonuses instead of those it usually grants:

>> Charge of the Rhinocerous: When using the Charge maneuver, you ignore the normal -2 penalty to Armour Class. The attack you make as part of the Charge deals +15d6 damage. This is a fury bonus.
>> Claws of the Tiger: Your base attack bonus becomes Good (equal to your level). In addition, you gain the following natural weapon:
Animal Claws – Melee, range [Melee], [Brutal 3].
>> Ears of the Bat: You gain [Blindsight] out to [Long] range.
>> Ferocity of the Bear: You gain a +1 bonus on attack rolls for each circle you possess. This is a fury bonus. The first time you hit with an attack each [Round], your target becomes [Battered] for one [Round].
>> Flight of the Bird: You gain the Fly and Soar movement modes. While [Flying] or [Soaring], your movement speed is doubled.
>> Gills of the Fish: You gain the Swim movement mode. While [Swimming], your movement speed is tripled.
>> Size of the Mouse: Your size becomes [Tiny]. You are always [Fully concealed] instead of [Concealed].
>> Stature of the Elephant: Your size becomes [Huge]. You occupy a 10 ft by 10 ft area on the battle map, and gain [Resistance] to all damage.
>> Stealth of the Owl: You gain a +2 bonus on Stealth checks and are always [Invisible].

7th Circle (Beastmaster Aspect) – Wrath of NatureEX: Your animal companion becomes a terrifying force of destruction. It gains the Weaponised feat, and a fury bonus on damage it deals with attacks equal to its KOM. The first time each round it makes a melee attack, all opponents within its [Close] range are [Frightened] for one [Round]. A successful Will save (DC 10 + ½ the animal companion’s level + the animal companion’s KOM) negates the [Frightened] condition.

Druid Spell List
Spoiler
Note that druids do not channel negative energy, and therefore do not learn the Inflict and Harm reversal spells.

First Circle
Camouflage
Cure Light Wounds
Endure Elements
Ensnare
Faerie Fire
Gust of Wind
Magic Fang
Obscuring Mist

Second Circle
Animalistic Power
Cure Moderate Wounds
Darkvision
Flame Blade
Fog Cloud
Nature’s Power
Resist Elements
- Reversal: Elemental Vulnerability

Third Circle
Call Lightning
Cure Serious Wounds
Decompose
Dispel Magic
Earthbind
Sleet Storm

Fourth Circle
Baleful Polymorph
Cure Critical Wounds
Flame Strike
Scrying
Stoneskin
Wall of Thorns
Wind Walk

Fifth Circle
Creeping Doom
Fist of the Earth
Heal
Regenerate
Sunburst

Sixth Circle
Call Lightning Storm
Find the Path
Greater Dispel Magic
Greater Scrying
Heart of Oak
Vortex

Seventh Circle
Cast in Stone
Control Winds
Firestorm
Mass Heal
Storm of Vengeance

Animalistic Power
Transmutation
Circle: Druid 2
Casting time: 1 standard action
Range: [Close]
Target: Creature within range
Duration: [Scene]
Saving Throw: None

You bless the target with the strength of the mighty bull, the grace of the agile cat, and the endurance of the great bear. The target creature gains a +2 bonus to its Strength, Dexterity and Constitution scores.

Baleful Polymorph
Transmutation
Circle: Druid 4
Casting Time: 1 standard action
Range: [Medium]
Target: One creature
Duration: [Encounter]
Saving Throw: Fortitude negates

You infuse the target with the esssence of a small, harmless creature, transforming their body into a chicken, piglet, sheep or other similar creature for the remainder of the [Encounter]. While in this form, their size becomes [Small], their movment speed is halved, and they gain the [Panicked] condition, except that it is not a [Fear] effect. A successful Fortitude save negates this effect. Once per [Round], at the end of its turn, the target may make another Fortitude save. A successful Fortitude save removes this condition.

Camouflage
Transmutation
Circle: Druid 1
Casting Time: 1 standard action
Range: [Close]
Target: One ally
Duration: [Encounter]
Saving Throw: None

Imbuing the target with the power of the chameleon, you cause them to blend in to their surroundings. For the remainder of the [Encounter], the target is [Concealed].

Cast in Stone
Transmutation
Circle: Druid 7
Casting Time: 1 standard action
Range: [Close]
Effect: Petrifying gaze emanating from your eyes
Duration: [Encounter]
Saving Throw: Fortitude negates

You transform life into nonlife, turning your foes into stone with but a glance. The target is [Petrified] for the rest of the [Encounter]. A successful Fortitude save negates this condition. Once per [Round] until the end of the [Encounter], as a move action, you can repeat this effect.

Creeping Doom
Creation
Circle: Druid 5
Casting Time: 1 standard action
Range: [Long]
Effect: One swarm of insects per 3 levels
Duration: [Encounter]
Saving Throw: Reflex and Fortitude; see text

You summon a plague of insects that devour all in their path. This spell creates one 15 ft radius swarm of insects per 3 levels, which may overlap with one another, inflicting 1d6 damage per level you possess to each creature inside one or more of these swarms. A successful Reflex save halves this damage.
Additionally, until the end of the [Encounter], whenever a creature ends its turn inside one or more of these swarms, this spell deals 1d6 damage per level you possess to that creature. A successful Reflex save halves this damage.
Whenever a creature takes damage from this spell, it is [Nauseated] for one [Round]. A successful Fortitude save negates the [Nauseated] condition.

Decompose
Transmutation
Circle: Druid 3
Casting time: 1 standard action
Effect: Aura of entropy
Duration: [Scene]
Saving Throw: None

Channeling the destructive power of the natural world, you cause your enemies to rapidly degrade and perish. You create a spread with a radius of your [Close] range originating from you, which moves with you and lasts until the end of the [Scene]. At the beginning of each of your turns, opponents within the spread begin [Bleeding]. Whenever an effect other than [Fast healing] would cause an opponent within this spread to heal any amount of HP, the amount that opponent heals is reduced by your Wisdom modifier, to a minimum of one HP.

Earthbind
Transmutation
Circle: Druid 3
Casting Time: 1 standard action
Range: [Medium]
Target: One creature
Duration: [Encounter]
Saving Throw: Fortitude; see text

You bring your enemy back down to earth. The target loses the [Flying] condition, the Fly movement
mode, and any further access they may gain to that movement mode until the end of the [Encounter]. If the target had the [Flying] condition, they plummet to the ground, taking damage as per a Hazardous Fall. A successful Fortitude save prevents this falling damage.

Faerie Fire
Creation
Circle: Druid 1
Casting Time: 1 standard action
Range: [Medium]
Target: One creature
Duration: [Encounter]
Saving Throw: None

Summoning the power of the sun, you surround the target with a warm glow and make their location obvious to all. The target is [Revealed] and suffers a -1 penalty on AC for the remainder of the [Encounter].

Gust of Wind
Creation
Circle: Druid 1
Casting Time: 1 standard action
Range: [Medium]
Effect: Wedge of powerful wind with a length of your [Medium] range
Duration: 1 [Round]
Saving Throw: Fortitude; see text

A blast of wind blows from you towards the end of the wedge. Creatures within the area treat all squares as difficult terrain when moving in the direction against the wind. They creature is [Checked] against the direction of the wind, and if they are [Flying], they are pushed back 1d6 x 10 ft. A successful Fortitude save negates the [Checked] condition and the push backwards on a [Flying] creature.

Magic Fang
Transmutation [Arming]
Circle: Druid 1
Casting Time: 1 standard action
Range: [Close]
Target: One ally
Duration: [Scene]
Saving Throw: None

You enhance the killing power that nature has granted to your ally. Whenever the target creature deals damage with an attack made using a natural attack, it deals additional damage equal to half your level.

Regenerate
Transmutation
Circle: Druid 5
Casting time: 1 standard action
Range: [Close]
Target: One creature
Duration: [Scene]
Saving Throw: None

Calling upon nature’s ability to grow even in the most adverse of conditions, you infuse your ally with a tumultuous vitality. The target creature gains [Fast healing] equal to your level plus your Wisdom modifier. In addition, they gain [Immunity] to [Battered], [Bleeding] and [HP reduction].

Sleet Storm
Creation
Circle: Druid 3
Casting Time: 1 standard action
Range: [Medium]
Effect: 30 ft radius spread of thick sleet
Duration: [Encounter]
Saving Throw: None

You create an impenetrable storm of sleet and hail, obscuring the area and making it difficult to traverse. This spell functions like obscuring mist, except the spread originates from target square within range, effects that inflict damage with the [Fire] descriptor do not remove squares from its area of effect, the entire area becomes difficult terrain for the duration of the spell, and wind will not disperse the sleet.

Storm of Vengeance
Creation
Circle: Druid 7
Casting Time: 1 standard action
Range: [Medium]
Effect: Deadly storm affecting everything within [Medium] range of you
Duration: [Encounter]
Saving Throw: Varies

You summon a terrible storm of almost supernatural power, devastating everything within its area. Each [Round], at the start of your turn, the storm has one or more effects, depending on how many rounds have passed since you cast the spell. The effects are cumulative, so after 3 rounds acid rain, lightning strikes and hailstones will all strike those in the area. You may end the Storm of Vengeance at any point during its duration as a move action.

1 round – Acid Rain: Opponents in the area take 3 points of energy damage with the [Acid] descriptor per level (Fortitude half).
2 rounds – Lightning Strikes: You call down up to three lightning bolts to strike opponents within the area. No two bolts can strike the same target. Targets struck take 15d6 points of energy damage with the [Electricity] descriptor (Reflex half).
3 rounds – Hailstones: Opponents in the area take 1d6 points of damage per level.
4 rounds – Violent Rain: The entire area is completely obscured by sheets of dark rain, turning it into a zero-visibility area.

Metool

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Re: Class - the Druid
« Reply #1 on: August 21, 2013, 06:50:44 PM »
Spellcasting in Slow is kind of... ehhh, off the top of my head, at a glance, and as a first thought.
"Honestly, I don't know if this non-core option is 1.0-ready"

No, it isn't. It may be updated at some point but it isn't 1.0-ready, which is why it isn't in 1.0. Anything that isn't in the 1.0 core rulebook should be treated as not being 1.0 compliant and used with caution if at all.

Lanaya

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Re: Class - the Druid
« Reply #2 on: August 21, 2013, 06:54:11 PM »
Metool: It's a fast track for Shamans and Tacticians, but I didn't want Druids to be all about their spells. The wild shape and animal companion are their main shticks.

A few notes:

- This is very much a WIP, in particular I've done very little work on balancing everything. Basically I've just thrown together a bunch of ideas that sounded good, and it'll no doubt take a lot of work to get it into a playable condition.
- The idea of an animal companion is a bit controversial. I believe that controllable minions can be balanced - make it ludicrously weak and it's a worthless track, ludicrously strong and it's overpowered, so in theory there's a middle ground between those two points that contributes as much as any other track would. It's a very difficult balance to find, but the concept of an animal companion is integral to the druid (the D&D druid at least, which is of course what I'm replicating here).
- The Wild Shape and Beastmaster aspects are a bit weird, but I wanted to mix some generic nature-themed abilities in the One with Nature track, and I wanted a split between super-powered animal companions and a druid who contributes to the fight themselves. The other option would be to split it into two separate tracks and give each its own nature-themed abilities, but I preferred this way of doing it.
- Not sure about Elemental Wild Shape letting you choose your resistance and vulnerability each time you activate it, it may be necessary to force you to pick them when you gain the ability. Likewise, wild shape in general may be too versatile, it could be better to have you pick a certain number of forms each with their own abilities, rather than picking every time you use wild shape.

sakuuya

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Re: Class - the Druid
« Reply #3 on: August 21, 2013, 07:07:04 PM »
Regarding the animal companion (which I admit that I'm wary of), have you read Mystify's Local Flavor: Animal Companion article? Making the animal companion function as some kind of [Bonus attack] or similar might work better than making it as an independent creature.

jared71

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Re: Class - the Druid
« Reply #4 on: August 21, 2013, 07:55:21 PM »
I like your attempt at a druid.

Spell: Animalistic Power needs to give an item bonus to stats.  At level 2 it should only increase one stat but it would be nice if there were spells that increased each stat separately.   A higher lvl circle 4 could increase two stats and at lvl 6 could increase three stats.

Regenerate is too good:.  It can read the grants fast healing to level + Wis and if an ability would give you healing but you have the battered condition you can remove the battered condition by sacrificing this spell.  This doesn't require an action.

Nothing can remove HP reduction as it's a way to keep players in check.

Additionally all spells should use existing conditions.  Faerie fire should be able to be removed via a healing spell or some other effect.
The loss of flying spell should allow for a save every round.   Using a move action gives a saving throw.  This is a [binding] affect.



I like the idea of a token for an animal companion.  After reviewing my post on an animal companion it shouldn’t take damage and it should be non- targetable and you should be able to move through it.  It’s basically similar to a mount.  It has no in game affect other than an additional square you can operate in.  Occasionally, it could grant a bonus attack or other things from its square.

One with nature and Natural bond tracks don’t seem to work together.  One track should be for the animal companion and the other track should be for the shape changing druid. 
« Last Edit: August 21, 2013, 09:44:28 PM by jared71 »

Metool

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Re: Class - the Druid
« Reply #5 on: August 21, 2013, 08:38:33 PM »
Oh, Animalistic Power tries to fill a strange hole, one that Nature's Power arose from.
"Honestly, I don't know if this non-core option is 1.0-ready"

No, it isn't. It may be updated at some point but it isn't 1.0-ready, which is why it isn't in 1.0. Anything that isn't in the 1.0 core rulebook should be treated as not being 1.0 compliant and used with caution if at all.