Druid
Table of contents
- 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.
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.
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 Nature, Spiritual Balance, Bow Power, and Immunity; 1 Ability |
4 | +2 to Nature, Focus, Hit Chance, and Perceive; +1 to Health and Arcana; 1 Ability |
6 | +2 to Bow Power; +1d10 to Intellect; 1 Ability; +2 to Soul Save |
8 | + 1d4 to Bow Power; +2 to Nature and Survival; 1 Ability |
10 | +1 to Bow Power; +1d10 to Wisdom; +1 to Immunity, Nature, Hit Chance, and Focus; 2 Abilities; +1 to Vitality Save |
14 | +1 to all Intellect traits; 1d4 abilities; +2 to Immunity and Mental Balance |
18 | +1d10 to Wisdom; +1d6 to Intellect; +2 to Nature, Immunity, and Survival |
20 | +1 to all Wisdom traits; 1d4 abilities |
Skills
Druids specialize in the abilities and powers of the natural world.
Skill Tree
Skill
|
Stat Cost
|
Range
|
Area
|
Duration
|
Requirements
|
Effects |
Success Roll
|
---|---|---|---|---|---|---|---|
Animal Talk | 1 Soul | 1 animal near you | 1 animal | 1 minute | N/A | Talk to and understand animals | Nature +2; +1 per level |
Familiar Meld | 10 Soul | next to you | 1 familiar | 1d8 rounds | Familiar Swap |
With this skill you meld with your familiar, giving you both a shared body. This includes shared skills and stats, however only the higher stats will apply. As you are two separate souls this means you'll get to go when it is your turn and go when it is your familiar's turn, using a combination of skills and abilities. |
Arcana -8 |
Creature Bonding | N/A | 1 tamed creature | 1 tamed creature | until released or creature dies | Druid's Companion |
Bond tamed creature to make that creature your spiritually linked familiar that you can keep until you release or the creature dies. The number of familiars you can have is determined by your Influence. If you have a 5 Influence, you can have 5 familiars. However you can only use one familiar at a time. Creatures bought at shops count towards this number. |
Influence -5 |
Identify Animal | 2 Soul | line of sight | 1 target | instant | Animal Talk |
Allows you to identify what the animal is, its type, and its stats. |
Nature |
Druid's Companion | 4 Soul | 1d8 spaces | 1 target | duration of battle | Identify Animal |
A chance to tame the creature you are fighting to fight for you for the duration of the battle. The creature may make a normal Mental Balance check to resist. |
Influence -5 |
Binding the Natural Spirits | 5 Soul | 1 space (touch) | 1 target | until cured | Druid Speech |
This skill allows you to either inflict or cure poisoning. You can inflict a 1d6 poison or cure up to 1d6 poisoning (reduce any current poison by 1d6). The curing can be done until the poison is gone but each use is a separate skill use. |
Arcana -4 |
Identify Curse | 2 Soul | 1d6 spaces | 1 target | instant | N/A | This skill allows you to identify any curse and its properties by sight. | Insight -4 |
Revoke Curse | 4 Soul | 1d6 spaces | 1 target | instant | Identify Curse |
This skill allows you to break curses on people, not objects. Basically you can remove the curse from the person but the object will still be cursed. The person will need to immediately drop said object or will be cursed again. |
Arcana -5 |
Purify Object | 6 Soul | 1d6 spaces | 1 target | instant | Revoke Curse |
This skill allows you to break curses on objects, not people. You can therefore remove the curse from the object but the person holding the object may still be cursed. |
Arcana -5 |
Familiar Counter | 2 Soul | 1 target | 1 target | instant | Druid's Companion |
You can make use of this skill when you are attacked to have your familiar counter attack for you. |
Nature +2 |
Druid Speech | 2 Soul | any in area | a 3x3 space area around druid | 1d4 rounds | N/A | Speech reduces movement of any in area by 2 and has a normal arcana chance to daze affected targets for 1 round - rolled per target. | Influence -3 |
Familiar Sight | 2 Soul | your selected familiar | N/A | 1 hour | Druid's Companion |
This skill allows you to see through the eyes of your currently selected familiar. It doesn't matter how far off or to where you send your familiar, you will still be connected to your familiar and can still see what that familiar sees. |
Insight -2 |
Familiar Swap | 8 Soul | your selected familiar | N/A | Until used again | Familiar Sight |
With this skill you will trade places with your selected familiar, no matter where that familiar is. |
Arcana -5 |
Avatar of the Seasons | 12 Soul | self | self | 1d10 hours | Herald of the Winds |
With this skill you become one with the seasons. You can cause fruit to bear instantly. You can can cause grass to grow and flowers to bloom. You can also cause the reverse. If your element is Geomancy, your magic power potential is doubled. You are not physically effected by temperature or weather. Attacking in a lightning storm causes your attacks to be powered by the spell Lightning Strike. |
Nature -10 |
Communing with Nature | 8 Soul | self | self | instant | Child of Ova |
With this skill you commune with nature for help. You can gain the location of a person or object that is within 100 feet. You will have a dear come and die for you for meat. Anything nature can provide instant help with can be granted here, depending on the GM. |
Nature |
Herald of the Winds | 10 Soul | self | self | 1d10 hours | Servant of Norvus |
With this skill you gain a boon from the gods and goddesses of the winds. With this skill your move is doubled, you can breath underwater and in poisonous gas, and your projectile or thrown attacks deal double damage. |
Nature -5 |
Servant of Norvus | 10 Soul | self | self | 1d10 hours | Child of Ova |
With this skill you gain a boon from the god of rock and earth, Norvus. You now receive a 20% reduction on physical damages and can scale mountains with no movement penalty. |
Nature -5 |
Child of Ova | 10 Soul | self | self | 1d10 hours | Nature's Nurturing |
This skill grants you a boon from the goddess of nature, Ova. You are completely immune to poisons and illnesses. |
Nature -5 |
Nature's Wrath | 10 Soul | self | self | 1d8 rounds | Nature's Blessing |
With this skill nature will counter attack for you. This skill can only be used in natural places. During the skill's duration every time you are attacked nature will attack the attacker. The damage dealt is your Nature score + Arcana Score + 1d12. This always hits. |
Nature -5 |
Nature's Blessing | 8 Soul | self | self | 1d8 rounds | Nature's Armor |
With this skill nature blesses you with more power. This skill can only be used in natural places. This skill adds your Nature score to Runic Power, Offensive Power, and Bow Power. |
Nature -5 |
Nature's Armor | 6 Soul | self | self | 1d8 rounds | Nature's Nurturing |
With this skill nature will help protect you. This skill can only be used in environments that are natural. With this skill nature provides you with your Arcana stat as extra protection against physical and magical attacks. |
Nature -5 |
Nature's Nurturing | 4 Soul | self | self | 1d8 rounds | 3 druid skills and 2 druid abilities |
With this skill you can have yourself sustained by nature. This skill can only be used within natural environments, including caves. This skill cannot be used in an environment that has no nature. When you use this skill you select Vitality, Soul, or Power. During the duration the selected stat will be recovered by 1d8 per round. |
Nature -5 |
Familiar's Sacrifice | N/A | self | self | instant | Familiar's Aide |
With this skill you can have your selected familiar die for you in your place, should you be killed. |
React -5 |
Familiar's Aide | 4 Soul | self | self | instant | Familiar Counter |
With this skill you can have your familiar use one of your potions on yourself. This is helpful for when you cannot reach your potions or are out of movement actions. |
React -5 |
Dragon Speech | 4 Soul | self | self | instant | Animal Talk and Dragon Lore |
You use this skill anytime you wish to communicate with dragons. With this skill you can understand what a dragon is saying and can also speak to the dragon in the dragon's language. |
Nature -5 |
Familiar Transform | 14 Soul | self | self | until used again | Familiar Swap |
With this skill you transform into the form of your selected familiar. You do not replace your familiar. Your familiar still exists independently and is still spiritually linked to you. You gain all of your familiar's skills and abilities. If your familiar can fly, so can you. Anything your familiar can do you can do. Your stats are increased by your familiar's stats, not replaced by them. You can also still use your magic. The only skills and abilities you can use from your normal self are those that your familiar would physically be able to do. |
Arcana -10 |
Abilities
A druid 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 |
---|---|
Always Perceptive |
With this ability you are always making perceive checks when out in the wild or in natural places. Therefore you will always have the chance to roll for any time that a perceive check should have been done but wasn't declared. Must have Forest Strider ability. |
Avian Kinship |
With this ability all the birds in the area will treat you as a friend and not attack you. Furthermore you can make a normal luck check to have 1d6 birds run to your aide to either bring you food or to do a single attack at 1d10 physical attack per bird. Must have Creature Lore. |
Better Familiar |
This ability automatically increases the character benefits of your selected familiar by 25%. This increases any value or number based benefits. Your selected familiar will also receive a 25% increase on Vitality, Soul, and Power as well as Move. Remember you can only have one selected familiar at a time. When you change out the familiar, that familiar returns to normal and your new selected familiar gains these benefits. Must have Familiar Growth ability. |
Chained Natural Healing |
This ability allows for your natural healing to also affect any ally that is within one space from you. Furthermore it will also affect one ally that is 1 space from that ally. The greatest extent is therefore 2 spaces from you. Must have Natural Healing ability. |
Creature Lore | This ability grants you knowledge of creatures. You can easily identify their tracks, their scents, and the noises they make. You can determine the environment a creature lives, know its diet, and if it is a solitary or pack creature. Basically you know all you need to know about a creature. This ability allows you to never fail at Identify Animal, Tracking, or Hunting. |
Dragon Lore |
This ability allows you to have knowledge of dragons. This not only allows dragon knowledge to also be apart of Creature Lore, but also grants you a +5 to your Dragon Speech skill check. Must have Avian Kinship ability. |
Dragon Mount |
This ability allows you to ride on the back of dragons. You must of course first either establish that dragon as friend, or have gained some means of controlling that dragon. Otherwise you will instead find yourself as food for that dragon. Must have Dragon Lore ability and Dragon Speech skill. |
Elemental Focus |
This ability increases the elemental effects of self and all allies who share your element or mirrored element by half. The mirrored elements are:
Must have Chained Natural Healing ability. |
Elemental Protection |
This ability Grants you your Arcana score as protection against magic of your element or mirrored element. Must have Elemental Focus ability. |
Familiar Growth |
This ability allows you to improve your familiar. You can improve your familiars stats by using one of your level increase stat point rewards on your familiar as well as on you. You may also be able to acquire the familiar new skills if the familiar has the ability to learn that skill. If the familiar is sentient, you can also teach the familiar magic. You may find it easier to give your familiar its own character sheet by this point. Must have the skill Creature Bonding and the ability Creature Lore. |
Familiar Magic |
Sometimes familiars come with unique spells that are not part of normal magic. As long as the element isn't conflicting, with this ability you can learn that spell as a spell choice for your character. This ability also allows you to learn that spell instead of a skill, but only the spell from your familiar that does not exist within normal magic. Must have Better Familiar ability. |
Familiar Recall |
This ability gives you a hard Nature check to bring back a familiar that has been killed. This ability must be used within the battle that the familiar died, or if death happened outside of battle this must be used within the hour of death. This ability doesn't undo death of old age. Must have Better Familiar ability. |
Forest Strider | With this ability your move rate is doubled automatically when in forests. |
Herbal Knowledge | This ability gives you a +1d6 bonus to your nature check to identify plants and their properties. |
Husbandry |
This ability allows you to make your familiars with familiars of the same type or captured creatures of the same type in order to produce offspring for your familiar. There is a normal Luck chance with each pairing of producing an offspring. Must have Familiar Growth ability. |
Natural Elements |
This ability increases your effectiveness with magic if your element is a natural element. Natural elements are Earth, Water, Air, and Fire. If you are of these elements your spells will do 25% more damage or healing. Must have Elemental Focus ability. |
Natural Healing |
This ability allows you to naturally restore your Vitality by your Arcana each hour that you are in the sunlight. Within battle your Vitality will restore by 10% of your Arcana each round. |
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