Druid

In the Language of all Creatures the word that barely approximates priest, is Avia, in the tongue common to humans this word re-translates: Druid. Druids revere the natural order of life. This reverence may take many forms from training and respecting the body, studying of the wild order of life and death, some druids even possess the ability to commune with spirit, demi-gods or channel and direct the magics of the All Sire himself. Although many druids seek and hold religious political positions in the tower most conduct their own work in service to nature or their fellow sentient creatures.

Starting Feats:

Simple Melee Weapons: Character can wield simple melee weapons without penalty.

Simple Ranged Weapons: Character can wield simple ranged weapons without penalty.

Ambidexterity: Wield a one handed weapon in each hand without penalty.

Trap Making: Make traps of all kinds and get a sense check bonus of 1.

Natural Armor: Character is adept at crafting magical armors from materials found in nature and may wear their creations for protection in combat.


Athletics (Str+CR+1d10) Melee Damage

Those Druids who above all demonstrate their reverence for the natural order through reverence of the body are obvious at a glance; with tight, lean, muscular bodies from long years of fitness training. These druids use their bodies as the definitive tool set for solving the problems they encounter. Creative rolls are made to perform amazing feats of balance, acrobatics or strength.

Level Ranks of Mastery Creative Roll Ability
1 1 +1 Weapon Block: Defense is increased by 2 While wielding melee weapons.
2 1 +2 Pushy Defender: While engaged in melee, the first ranged attack made against the Druid hits an enemy melee combatant instead. Player must announce this intention.
3 2 +2 Grappling
4 1 +3 Ferocity: Chance to hit with melee weapons is increased by 1.
5 1 +4 Ferocity: The Critical Threat range of melee weapon is increased by 1.
6 2 +4 Climbing/Tiger Leap
7 1 +5 Weapon Guard: While wielding melee weapon(s) defense against melee is increased by 2.
8 1 +6 Ferocity: Chance to hit with melee weapons is increased by 3.
9 2 +6 Player Designed Ability
10 1 +7 Ferocity: The Druid’s off hand melee weapon gets an additional attack per round.
11 1 +8 Ferocity: The Critical Damage Multiplier of the Druid’s main-hand melee weapon is increased by 1.
12 2 +8 Tumbling
13 1 +9 Ferocity: Chance to hit with melee weapons is increased by 5.
14 1 +10 Ferocity: The Druid’s main hand melee weapon gets an additional attack per round, if all other attacks in the round were successful this strike automatically strikes for critical effect.
15 2 +10 Sky Step
16 2 +11 -
17 2 +12 -
18 2 +13 -
19 2 +14 -
20 2 +15 -

Grappling: When a man sized or smaller enemy misses with a melee attack against the Druid, the druid may option to grapple the target; locking them into a restrictive and painful position at the druids mercy. While a target is grappled the druid has 3 options. First, the target may be used as a ‘human shield’ against enemy ranged attackers offering the druid a cover bonus of 4. The druid moves at half his normal rate while maintaining the hold and may perform a two legged scissor kick to melee targets dealing 1d2 damage on a successful melee roll. Second, while the target is grappled the druid may apply bone bending pressure or stress joints to inflict 1 damage per round. The druid may not apply this damage if she has taken damage in the same round. Finally, the druid may option to apply a blood choke to the grappled target causing the target to fall unconscious for 1d4+1 rounds on a successful roll against the targets physical fortitude defense. An unsuccessful roll causes the target to feint, they regain consciousness the next round. If the druid wishes she may forgo all other actions in a round and attempt to ‘cold’ grapple a target. A cold grapple target is only successfully grappled on a successful roll against the targets active combat defense.

Climbing: The druid may once per encounter bare-hand climb an object or structure at a rate of 10 yards per round or as modified by the GM. A roll is made against a climbing difficulty chance on the chart below. This roll is only required every 100 yards of climbing or if the material being climbed changes drastically.

DC Difficulty Benchmarks
5 Think of a tree with many limbs and vines, about as difficult as climbing a rope ladder.
10 Think of a climbing wall or a wall with extremely uneven brick work or a medium sized tree trunk.
15 Climbing a narrow alley or hallway with the length of ones body and similar climbing techniques.
20 Bare hand rock face climbing, climbing a redwood trunk, climbing devils tower.
25 Stucco, granite tile or other smooth rock work.
30 A wall of smooth glass or ice.
35 A wall of force, force field or magic wall.

Tiger Leap: When the Druid is elevated relative to his target and has full line of sight she may, once per encounter, perform a leaping attack, providing a bonus of 4 to hit with all attacks and dealing crush damage of 2 for every 9 yards of altitude descended on the target. If the Druid connects with two of her attacks she may option either into a grapple or a tumbling frog-kick which deals 1d6 damage and knocks the target back 2d6 feet. Outside of combat this ability can be used lessen the damage from long falls; when the druid falls the player may roll athletics, half of the roll in yards may be reduced from the fall distance in any fall damage calculation.

Tumbling: Because of her agility training and natural coordination the druid may traverse obstacle laden terrain at no penalty to her movement speed while on foot with arms unbound. Similarly, the Druids acrobatic and gymnastic training allow her to move across the field of battle with a movement rate bonus of 50% in a series of unpredictable somersaults, cartwheels and flips affording a bonus of 4 to defense against ranged weapons. Finally, this battle field acrobatic movement paradigm allows the Druid to shift position seamlessly in melee combat once per opponent. This shift misdirects the opponent, allowing the Druid to reposition herself and strike from a tactically advantageous position in the moment of confusion. This strike is made with a bonus of 4 to hit and increases the critical threat range of the weapon used by 1. If the roll is unsuccessful the Druids movements result in the appropriate confusion but land her in a position from which it is impossible to attempt a proper attack, instead the Druid may body check the target unbalancing him for 1 round, only movement actions maybe taken by this unbalanced target.

Sky Step: The Druid possesses a control over her body that borders on the that exercised by the Templar. While in motion the Druid may take on a weightlessness allowing her to step across the surface of water, stand on supple tree branches, be carried like a leaf on the wind and so on. In this state the sound of her footsteps is diminished applying a penalty of 2 to listen checks against them. Used in this way the effect can last no longer than 3 rounds. Once per encounter this ability can be used, while advancing on a target to leap over and arrive in melee behind the target or behind enemy cover. This approach is so disorienting than only the most seasoned warriors are able to respond to the Durid’s attack in the first round after.


Wilder Knowledge (Int+CR+1d10) Assassin/Caster

Those Druids who meticulously study the natural order have learned the ways of nature, from hunting and medicine to ecological knowledge and rites of communion with nature spirits.

Level Ranks of Mastery Creative Roll Ability
1 1 +1 Survival: When fighting on natural terrain the Druid gains a bonus of 2 to hit and Armor.
2 1 +2 Throw Stone: Every second round of combat the Druid may make an additional attack throwing a stone. The target struck takes 2 damage. Critical strikes deal 1 damage but knock the target unconscious for 1d3 rounds.
3 2 +2 Wild Medicine
4 1 +3 Survival: When fighting on natural terrain the Druid’s Movement speed is increased by 50%.
5 1 +4 Eagle Eye: The Critical Threat on all attacks is increased by 1.
6 2 +4 Stalking
7 1 +5 Survival: When fighting on natural terrain the Druid gains a bonus of 3 to hit and Armor.
8 1 +6 Throw Stone: May be used every round.
9 2 +6 Player Designed Ability
10 1 +7 Survival: When fighting on natural terrain the Druid’s Movement speed is increased by 50% (100%).
11 1 +8 Eagle Eye: The second successful ranged attack on any one target per round knocks the target down. Getting up consumes the target’s move action the next round.
12 2 +8 Poisons
13 1 +9 Survival: When fighting on natural terrain the Druid gains a bonus of 5 to hit and Armor.
14 1 +10 Eagle Eye: The Critical Threat on all attacks is increased by 2.
15 2 +10 Dryad’s Boon
16 2 +11 -
17 2 +12 -
18 2 +13 -
19 2 +14 -
20 2 +15 -

Wild Medicine: The Druid is familiar with natural remedies and the medicinal properties of certain plants and animals allowing her to treat and cure most non-magical poisons, venoms and diseases. A full day of rest under the care of a druid with this ability will cure most poisons or venoms and will blunt symptoms of diseases reducing or negating penalties until the disease passes. Finally, the Druid can, once per day, produce a talisman of local remedies which when worn around the neck increases defenses against disease by 4. The talisman may be consumed to neutralize poisons reducing their effects, for best results this must be done within a minute or two of having been poisoned. A talisman will stay fresh for 48 hours after which it no longer provides any useful function.

Stalking: Hunting, tracking and stalking ones prey are skills of most savvy Druids. Tracking a target requires many environmental considerations for firm, accurate results. This ability is rolled against a base DC of 15 modified by a range of environmental factors, a successful roll resulting in the Druid successfully identifying the tracks for which she seeks. An unsuccessful roll results in simple failure, a botched roll results in the Druid discovering misleading evidence that will surely lead her to doom. This roll is made secretly by the GM when the player announces his character’s intentions and the result is kept secret until it’s too late, Bwahahaha! Stalking ones prey is a more local effort than tracking, the Druid is adept at moving through her environment unseen and unheard and can use this to her advantage while approaching her target. This ability is rolled against the target’s Spot and/or Listen check. If successful the Druid moves unnoticed around and up to the target otherwise the Druid is noticed. This roll and its results are secretly kept by the GM. All attacks made the first round of combat from stealth are made with a bonus of 2 to hit and the first attack always strikes for critical effect.

Poisons: The Druid is so well versed in the plant and animal life that she knows how to harvest and effectively weaponize these natural toxins. One time per encounter the druid may employ one of the following (or another of the player’s design) poisons on her weapon which will persist until a successful hit is made on a target. Special toxins can be produced by the creative player but may require special quest ingredients.

Sleeping Toxin: A successful roll against the target’s physical fortitude results in a deep coma-like sleep for 1d4+1 hours after an onset time of 1 round. If the roll is unsuccessful the target is made drowsy incurring a penalty to hit and defense of 2 for one hour.

Deadly Toxin: A successful roll against the target’s physical fortitude results in a gradual decline in health causing 2 vitality damage immediately and the loss of 1 STR, DEX and CON per 2 rounds, starting on the round after the attack. Should the target’s CON reach 0 before an antidote can be administered the target will die. An unsuccessful roll results in the 2 vitality loss only, poisoning only the local flesh but not seeping into the blood.

Dryad’s Boon: Because of the Druids appearance to the laws of nature boarders on religious she is often likely to catch the attention of nature spirits or demi-gods. The Dryad’s Boon allows the Druid, once per day, to change completely into a vertebrate animal which thrives in the surrounding ecosystem (ie. Jungle, Tundra, City etc.). The transformation lasts until canceled and prevents the Druid from using any abilities unnatural to the creature.


Sphere of the All-Sire (Cha+CR+1d10) Caster

Level Ranks of Mastery Creative Roll Ability
1 1 +1 Combat Staff: While wielding a staff, Combat Defense is increased by 1.
2 1 +2 Fairy Fire: A target of the Druid’s choosing begins to glow at the start of combat, conferring a defense penalty of 1. No action is spent applying Fairy Fire.
3 2 +2 The Avia’Noctuur
4 1 +3 Combat Staff: The Druid may make an additional attack per round while wielding staff weapons.
5 1 +4 Fey Spark: While wielding a staff the Druid may option to convert his melee attacks that round into ranged attacks. These appear as magical bolts dealing half damage but ignoring non magical armor and shields. Cover bonuses still apply.
6 2 +4 Genesis Fruit
7 1 +5 Combat Staff: While wielding a staff, Combat Defense is increased by 2.
8 1 +6 Fairy Fire: A target of the Druid’s choosing begins to glow at the start of combat, conferring a defense penalty of 2. No action is spent applying Fairy Fire.
9 2 +6 Player Designed Ability
10 1 +7 Combat Staff: The Druid may make two additional attacks per round while wielding staff weapons.
11 1 +8 Combat Staff: While wielding a staff, Combat Defense is increased by 3.
12 2 +8 Incite Primal Rage
13 1 +9 Fairy Fire: A target of the Druid’s choosing begins to glow at the start of combat, conferring a defense penalty of 3. No action is spent applying Fairy Fire.
14 1 +10 Fey Spark: When a successful ranged staff hit is made on a target with Fairy Fire a small explosion occurs dealing an additional 2 damage.
15 2 +10 The Language of All Creatures
16 2 +11 -
17 2 +12 -
18 2 +13 -
19 2 +14 -
20 2 +15 -

The Avia’Noctuur: Three times per day the Druid may cast a spell on any creature who falls within the sphere of the All-Sire, causing it to immediately find the caster in a favorable light, as though the two are good long time friends. Only the most classified information is off limits. In combat a successful casting results in the target losing interest in the fight and wandering off in search of physical company. An unsuccessful roll causes the target to refrain from inflicting damage but continue to support his friends in any way he can. This ability is rolled against the Mental Fortitude Defense and requires a Verbal and Somatic component: the Druid touches the tips of her middle finger and thumb together and blows across the point where the two fingers meet, in the direction of the target; finally a command word is spoken in the language of all creatures. The Avia’Noctuur has no effect on targets that exist entirely outside of the sphere of the All-Sire.

Genesis Fruit: Once per day the Druid may conjure a branch of genesis berries which instantly restore the users vitality by 4 per berry eaten. By taking a live branch between her thumb and forefinger rubbing gently the Druid causes berries to spontaneously bud, after 15 rounds of this the berries are full grown and ready for consumption. The spell produces 1 berry plus 1 berry for every increment of 4 rolled on the creative roll (2 berries for a roll of 4, 6 berries for a roll of 20, etc.). The berries are so large that only 2 can be consumed in a single round. The berries are so nutritious that only two will feed a man for a day, and such a diet could sustain a man indefinitely. The berries remain good for about a day, at which point they fast biodegrade into a nutrient rich compost. Unattended genesis berries are said to attract all manner of fey and even some wilder creatures. Genesis Fruit has no effect on mechanical targets or those that exist entirely outside of the sphere of the All-Sire.

Incite Primal Rage: Once per encounter the Druid may forgo all other actions to perform a chanting dance which can incite a desperate, instinctual rage, turning well-disciplined soldiers into vicious, blood-thirsty warriors. Offensively this ability can be used to cause enemy soldiers to abandon their ranged weapons and engage the Druid and her friends in melee. If the roll is unsuccessful: the enemy soldiers will become anxious and impatient, using cover to a less effective degree and suffering a penalty of 2 to any cover bonus to the target’s combat defense. Defensively this ability causes a target ally to gain a bonus of 2 to all damage rolls and allows them to perform an additional action per round. In either case the Druid also gains bonuses from the ritual, resulting in a bonus of 2 to hit and damage rolls. If the Druid has no available allies she may option to incite rage in herself receiving both sets of bonuses. Incite Primal Rage has no effect on mechanical targets or those that exist entirely outside of the sphere of the All-Sire.

The Language of All Creatures: The Druid is finally fluent in the Language of All Creatures and may speak with any creature that exists in the sphere of the All-Sire. Most creatures are cautious to speak to a humanoid using the tongue of Gods before eating them. Once per day, in combat, the Druid may, in the Language of All Creatures, issue a command to a nearby tree causing it to uproot and aid the druid in combat.

A tree requires one round to uproot itself and it moves at about half the rate of a full speed humanoid, on a slithering carpet of roots. Any hostile creature who comes within the radius of these roots becomes entangled and rooted to the ground. Larger than humanoid creatures merely have their movement rate reduced by half. This effect can be avoided, if the creature makes a successful active combat defense roll; the creature may move through the root structure at half movement rate (no penalty for big dudes). This roll is made against the trees ‘age’. The trees age is determined by the Druid’s creative roll at the casting of the spell. The trees age also determines the radius of the root structure directly in yards and the number of attacks it may make in a round, if any. At age 5 (the roll of a 5 on the creative roll made at casting) may make one attack per round to creatures within its root structure; this attack automatically hits creatures who are immobile (roll for crit 10×2), mobile creatures are attacked using the druids hit stat plus 5. The tree gains an attack for every increment of 5 after the first (2 attacks at 10, 3 at 15, etc.). Successful attacks deal 1d4 plus 1 for every increment of 5 of the creative roll (1d4+2 at age 10, 1d4+3 at 15, etc.).


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Druid

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