Eismeer Druid

Arctic druids feel at home on the frozen polar tundra or on the slopes of snowcapped mountains and ancient glaciers all of which are found in the Alciryan Northwest – around a Gulf called the Eismeer. They even venture at times across lifeless ice fields to assist lost animals.

 

If the druid dwells beyond the arctic tree line, he chooses as his "grove" - usually near a glacier - an ancient cave whose walls are covered with prehistoric paintings of animals.

 
Tenets of Faith
Protect the wild places of the world from destruction and overuse.
Oppose the rampant spread of cities and empires.
Hunt aberrant monsters and other abominations of nature.
Do not fear or condemn the savagery of nature. Live in harmony with the wild.
Follow your goals and seek your own destiny.
Keep to the shadows, avoiding the blazing light of zealous good and the utter darkness of evil.
Seek new horizons and new experiences, and let nothing tie you down.
 
Duties and Rites of the Priest
TBD
Also Known As
 
Worshiped God
Gruenvater
 
Known Titan(s)
None
 
Archetype
Arctic Druid
 
Typical Alignments
Neutral
 
Holy Symbol
The Eismeer Druid’s Totem is the wolf.
 
Affiliate Order(s)
None
 
Opposition Order(s)
Brotherhood of the Eye, Long Fangs
 
Leader
Grand Druid Lethrak
 
Typical Racial Followers
TBD
 
Dedicated Servants
All the true-born creatures of the world.
 
Initial Funds
3d6 x 10 gp (once the priest has bought their equipment, they must return all the remaining funds to their organization except for d3 gp)
 
Minimum Ability Scores
Wisdom 12, Constitution 13, Charisma 15
 
Race(s) Allowed
Human, Stained
 
Followers and Strongholds
None
 
Limitations
An arctic druid is used to a cold climate and suffers a -1 penalty to attack rolls, saving throws, and ability checks in environments with temperatures above 80 degrees Fahrenheit.
 
Non-Weapon Proficiencies Required
Fire Building, Weather Sense, Survival
   
Weapon Proficiencies Required
None
 
Weapons Permitted
club, dagger, dart, harpoon, knife, sling, spear, staff
 
Armor Permitted
Leather armor, wooden shield
 
Major Sphere Access
All, Animal, Elemental, Healing, Weather
 
Minor Sphere Access
Divination, Plant

The arctic druid's minor access to the Plant Sphere reflects the less abundant plant life in arctic climes.

   
Granted Powers
Immunity, +2 bonus to all saving throws vs. cold-based attacks.

@shape. up to three times a day at 7th level. The druid can assume the form of a land mammal, marine mammal, or bird that dwells in arctic and subarctic climates: a caribou, penguin, polar bear, seal, reindeer, snowy owl, wolf, wolverine, and so on. The druid can't take the same animal's shape more than once each day.

Learns the languages of intelligent monsters whose natural habitats are tundra, arctic, and subarctic regions. The arctic druid gains one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.). Such languages include those spoken by ettins, frost giants, ice toads, selkies, werebears, white dragons, winter wolves, verbeeg, yeti, and others.

Ignores the effects of freezing weather upon himself at 3rd level.

Identifies with perfect accuracy arctic plants and animals, thin ice (ice that would give way under the weight of a person or a sled), and pure water at 3rd level.

Passes over ice and snow without leaving a trail and can move over such terrain at full movement rate at 3rd level.


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