Druid
- Vitality Gen Dice is 1d10, +1d6 per level
- Soul Gen Dice is 1d12, +1d6 per level
- Power Gen Dice is 1d8, +1d4 per level
- 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 | Type | Vitality | Physical Armor | Magical Armor | Evade | Initiative | Move | Attack | Special Skills or Attacks | Character Benefits | Cost |
---|---|---|---|---|---|---|---|---|---|---|---|
Black Fox | Small Mammal | 16 | 4 | 4 | 6 | 3 | 2 + 1d8 | 4 + 2d6 |
|
|
110.00 |
Hawk | Fowl | 18 | 0 | 6 | 12 | 4 | 4 + 1d12 | 2 + 2d4 |
|
|
90.00 |
Silver Ferrett | rodent | 10 | 0 | 2 | 8 | 5 | 2 + 1d8 | 2d6 |
|
|
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 | Stat Cost | Range | Area | Duration | Effects | Success Roll |
---|---|---|---|---|---|---|
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 | Effects |
---|---|
Herbal Knowledge | This ability gives you a +1d6 bonus to your nature check to identify plants and their properties. |
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