Druid

Profession: Druid
Starting Gear: An overgarment of your choice.
Pay Rate: N/A
Gen Dice:
  • Vitality Gen Dice is 1d10, +1d6 per level
  • Soul Gen Dice is 1d12, +1d6 per level
  • Power Gen Dice is 1d8, +1d4 per level
Weapon & Armor Types:
  • Good with thrown weapons and projectiles
  • Can only wear light armor

You are at one with nature. Almost a cross between a cleric and a hunter, or even a mage and a hunter, your power comes from nature. You can tame any beast and conjure the natural forces to your aide.

A druid is akin to a priest who worships nature. Druids are similar to hunters in that they can befriend creature and use throwing or projectile weapons with ease. Druids are similar to mages in that they can use sorcery with ease and some of their abilities seem magical. Druids are also similar to clerics in their worship of nature. Druids are often regarded with curiosity by others, if not disdain for their natural way of life. Druids can harness the true power of nature and even learn to summon spirits or make true familiars.

Starting Bonuses and Penalties

  • Immunity to natural poisons and food poisoning.
  • Never lost in the wilderness
  • Knows instinctively when the weather is about to change for the worse.
  • Self Control check required not to be enraged at any destruction of nature.

Effects on Weapon Usage

Druids are not warriors, but they can use many of the skills and weaponry that a hunter would use. They aren't proficient at all with weapons of true carnage, such as swords, axes, or spears.

Effects on Armor Usage

Druids are unable to wear heavy armor. They must stick with light armor. Druids can wear other armor types if they acquire the right armor skill, however, they will suffer double the initiative and evade penalties of any armor that isn't light.

Starting Familiars

Druids can start with 1 familiar.

Familiar Sort by Familiar, Ascending Sort by Familiar, Descending Type Sort by Type, Ascending Sort by Type, Descending Vitality Sort by Vitality, Ascending Sort by Vitality, Descending Physical Armor Sort by Physical Armor, Ascending Sort by Physical Armor, Descending Magical Armor Sort by Magical Armor, Ascending Sort by Magical Armor, Descending Evade Sort by Evade, Ascending Sort by Evade, Descending Initiative Sort by Initiative, Ascending Sort by Initiative, Descending Move Sort by Move, Ascending Sort by Move, Descending Attack Sort by Attack, Ascending Sort by Attack, Descending Special Skills or Attacks Sort by Special Skills or Attacks, Ascending Sort by Special Skills or Attacks, Descending Character Benefits Sort by Character Benefits, Ascending Sort by Character Benefits, Descending Cost Sort by Cost, Ascending Sort by Cost, Descending
Black Fox Small Mammal 16 4 4 6 3 2 + 1d8 4 + 2d6
  • Bite: +1d4 to attack, has 10% chance to kill target 
  • Claw Slash: +1d6 to attack
  • Hide: requires Perceive to find
  • +3 to Perceive
  • Can send out to hunt using your luck score to bring back prey once a day
  • 35% chance will counter attack for you if you are attacked
110.00
Hawk Fowl 18 0 6 12 4 4 + 1d12 2 + 2d4
  • Fly: 2 X Move 
  • Dive Bomb: + 1d6 to attack 
  • Blinding Attack: +1d4 to attack but- 2 from total, blinds enemy (defense check) 1d6 rounds
  • +3 to Luck to receive food, -1 to Luck to receive treasure per day
  • +2 to Perceive
90.00
Silver Ferrett rodent 10 0 2 8 5 2 + 1d8 2d6
  • Rabid Bite: target must make immunity check against 1d4 poison for 1d6 rounds
  • Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
  • Hide: must make perceive check to find
  • Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
  • Retreive: can retrieve any item weighing 10 pounds or less thats in sight
60.00

Effects of Leveling Up

The following table shows what you get for leveling up no matter your profession:

Upon Reaching Level You Get The Following
1 1d6 points to place in your stat traits (not the stats); 2 profession skills, 2 non profession skills, 1 spell
2 1d6 stat points that you can place in your stats; 1d4 points to place in any stat trait you desire, 1 profession skills, 1 non profession skill
3 1d4 points to place in your stat traits; 1 profession skills, 1 non profession skill, 1 spell
4 1 profession skills, 1 non profession skill, 1 extra support action
5 1d6 stat points that you can place in your stats; 1d4 points to place in your stat traits, 1 profession skills, 1 non profession skills, 1 spell
6 2 skills of your choice, profession or non profession; 1 extra move action
7 1d6 points to place in your stat traits
8 1d4 stat points, 1d4 trait points, 1 spell
9 2 stat trait points, 2 skills profession or non profession
10 1d6 stat points, 1d8 stat trait points, 1 profession skills, 1 non profession skills, 1 spell, 1 extra attack action
11 1d4 stat trait points
12 2 skills of choice, profession or non profession
13 1d4 stat points, 2 stat trait points, 1 spell
14 2 stat trait points, 1 skill of choice, 1 extra support action
15 1d6 stat points, 1d8 stat trait points, 1d4 skills of choice, 1 spell
16 2 skills of choice
17 1d4 stat trait points, 1 extra move action
18 1d4 skills of choice, 1d4 spells
19 1 extra attack
20 1d10 stat points, 1d10 stat trait points, 1d4 skills of choice, 1d4 spells, 1 extra action of choice (attack, move, or support)

You also get the following bonuses for leveling up your druid.

Level Druid Bonuses for Level
2 +1 to Bow Power; +1 to Nature, Focus; 1 Ability
4 +2 to Nature; +1 to Perceive, Insight; 1 Ability
6 +1 to Bow Power; +1d10 to Wisdom;  1 Ability; +2 to Soul Save
8 +1 to Initiative, Sure Footing; 1 Ability
10 +1 to Bow Power; +1d10 to Charisma; +1 to Health, Nature, Arcana, and Focus; 2 Abilities; +1 to Vitality Save
14 +1 to all Intellect traits; 1d4 abilities; +1 to Power Save
18 +1d10 to Intellect; +1d6 to Fortitude; +2 to Nature
20 +1 to all Wisdom traits; 1d4 abilities

Skills

Druids specialize in the abilities and powers of the natural world.

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range Sort by Range, Ascending Sort by Range, Descending Area Sort by Area, Ascending Sort by Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Success Roll Sort by Success Roll, Ascending Sort by Success Roll, Descending
Animal Talk 1 Soul 1 animal near you 1 animal 1 minute Talk to and understand animals Nature +2; +1 per level
Identify Animal 2 Soul line of sight 1 target instant Allows you to identify what the animal is, its type, and its stats. Must have Animal Talk. Nature

Abilities

A warrior can learn the following abilities. You get to start with 1 ability. Abilities are profession specific, you cannot learn the following abilities if you are not of this profession. You learn abilities as you grow in levels.

Ability Sort by Ability, Ascending Sort by Ability, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending
Herbal Knowledge This ability gives you a +1d6 bonus to your nature check to identify plants and their properties.

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