|
Druid
hd |
armor |
intial wp |
start nwp |
alignment |
D8 |
Natural |
Three |
One |
Any Neutral |
thaco |
weapons |
gained wp |
non-prof |
start gp |
Priest |
Varies |
Every 3rd |
-3 |
2D6 |
Druids are nature-loving
shape changers who gain abilities at certain levels. Druids can only wear
natural armors and use non-metal weapons. All druids leave no trace or
track when walking, and can hibernate at will. They use priest THAC0 and
weapon slots.
Druids have many abilities related to
changing into animals and start with the following abilities at level
1. Druids can chance into animals from their region at any time, but may
also change into animals from the region they are in if they
know of any.
Power |
Usage |
Ability |
Nature
Speak |
Unlimited
|
speak with
animals, plants, earth, and stone |
Animal
Counsel |
1/day |
can call
surrounding animals on a magic check |
Heal
Mammal |
1/day |
can heal
mammal D4 per level 3x a day |
Pack Leader |
1/day |
can cause all allies within 30feet to move 50% faster |
Assume
Form |
Unlimited |
morph into
any animal for movement purpose |
Druids can use
the following morph abilities starting at level 3. A druid uses natural
essence to morph. This essence is equal
to their level + magic bonus. If their essence reaches zero, they stay
in the form they morphed into until their essence replenishes. Their essence
replenishes at every sunrise and every sunset. Every time a druid morphs
they gain a number of hitpoints back equal to their natural essence score
(only if any were missing). They always use their normal HP total no matter
what form they are in.
Power |
Natural Essence |
Ability |
Natural Form |
1 |
morphs the druid back into their original form |
Natural
Armor |
2 |
skin hardens
to AC 6 at will, announce during initiative |
Bird
Morph |
2 |
can morph
into any bird from region |
Marine
Morph |
2 |
can morph
into any marine mammal from region |
Mammal
Morph |
3 |
can morph
into any land mammal from region |
Giant
Forms |
7 |
can morph
into huge forms from region |
Claw,
Paw, Talon |
1 |
hands
take on beast features at will as an attack action doing 2D6 + str
damage |
Druids can morph
into forms from their region and into forms from whatever region they
are in.
Region |
Skin
Tint |
Abilities |
Weakness |
Arctic |
light blue |
cold immunity |
heat, fire
magic |
Desert |
yellow |
pass through
wall 50% |
water magic |
Gray |
gray |
poisonous
breath |
dwarf hatred |
Forest |
dark green |
mental immunity |
no giant
forms |
Jungle |
light green |
poison immunity,
leaps |
poor common
speak |
Mountain |
red |
climb walls
75% |
no giant
forms |
Ocean |
bright blue |
breathe water, web feet |
earth magic |
Plains
|
bronze |
lightning
immunity |
no giant
forms |
Swamp |
dark blue |
doesn't ever
sleep |
always dripping |
Examples of animals
from regions:
Region |
Examples |
Arctic |
penguin, polar bear, seal, reindeer, snowy owl, dire wolf, wolverine,
snow leopard, walrus, mammoth, mastodon, snowy owl... |
|
|
Desert |
camels,
eagles, hawks, lizards, mice, rats, snakes, vultures, fire toad, large
scorpion, Thri-kreen, jackrabbit, war dog... |
|
|
Gray |
subterranean reptile, mole, badger, tunnel snake, fire beetle, crocodile,
giant lizard, owlbear, giant spider, giant rat, large bat... |
Forest |
deer, rabbits, squirrels, badger, bat, black and brown bear, porcupine,
skunk, feret, fox, chipmunk, boar, raccoon...
|
Jungle |
anaconda,
fish, pandas, ape, bat, warthog, elephant, lion, tiger, jaguar, leopard,
rhinocerous, parrot, toucan, zebra, giraffe...
|
Mountain |
goats,
rams, falcons, aarakocra, sheep, badger, cave bear, lizard, wolf,
griffin, mountain lion, giant eagle, hawk, beaver, fox, mouse... |
Ocean |
dolphin, whale, fish,
squid, octopus, urchin, manta ray, eel, seal, walrus, serpent... |
|
|
Plains |
horses,
prairie dogs, meerkats, buffalo, cattle, antelope, badger, boar, wild
dog, small cat, mouse, fox, gopher, hamster, hyena, rat |
Swamp |
crocodile,
frog, marsh bird, snake, badger, bat, warthog, lizard, ferret, otter,
muskrat, porcupine, naga, giant rat, raven, heron, owl... |
At level 9 or any time after, a Druid may become the
ArchDruid of their region. If there
is a pre-existing ArchDruid, they will have to challenge the existing
ArchDruid to a contest appropriate to the region. Plains Druids may race
until the other collapses, while Mountain Druids may fight until someone
is knocked from a highest peak of the region's highest mountain. The contests
sometimes mimic the conflicts of the animals in the region. An Arch Druid
may never be raised from the dead. They can use all morphs and forms three
times per day instead of the normal once per day. They also gain a legendary
morph ability, where they can transform into a highly magical creature
from their region once per level. Success requires a magic check; failure
does not 'use up' the form for that level. It takes five uniterrupted
rounds for a legendary transformation to take place, and the morph lasts
for a full day. Examples of such forms from each region follow:
Region |
Legendary Morph Examples |
Arctic |
ice dragon, yeti |
Desert |
sand dragon, hydra, air elemental |
Forest |
green dragon, nymph, dryad, pixie |
Jungle |
jade dragon |
Mountains |
brass dragon, earth elemental |
Ocean |
blue dragon, kraken, storm giant,
titan |
Plains |
white dragon |
Swamps |
black dragon |
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