Sebaste Druid

The forest druid serves as the guardian of both the great forests of the wilderness and the smaller woodlands and orchards that lie next to cultivated fields in flat lands, rolling plains, or wooded hills. Forest druids hold trees (especially ash and oak) sacred and never destroy woodlands or crops, no matter what the situation (although a druid could act to change the nature of a wood enchanted with evil, for instance, without destroying it). The forest druid acts as a living bridge between the wilderness and those humans - such as hunters, loggers and trappers - who dwell on its borders.

While there are many forests – and forest druids – in Alcirya, none is as common as the Sebaste Druid. These druids are often members/associates/holy men to Sebastite tribes dwelling in the various regions of this forest.

The grove of a forest druid is just that: a stand of hallowed trees.

 
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
TBD
 
Worshiped God
Gruenvater
 
Known Titan(s)
None
 
Archetype
Forest Druid
 
Typical Alignments
Neutral
 
Holy Symbol
Sebastite Druids totem is a Red Fox and their holy symbol is mistletoe.
For full effectiveness, Sebaste Druids must gather the mistletoe by the light of the full moon using a golden or silver sickle specially made for this task. If a spell requires a holy symbol and the Druid only has mistletoe harvested by other means, halve the damage and area of effect (if any) and add +2 to the target's saving throw (if applicable).  
Affiliate Order(s)
Nome
 
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, Charisma 15 , Prime Req. Wisdom
 
Race(s) Allowed
Human, Stained, Elf
 
Followers and Strongholds
None
 
Limitations
As per Holy Symbol and Grove
 
Non-Weapon Proficiencies Required
None
 
Non-Weapon Proficiencies Recommended
Animal Training, Healing, Herbalism, Animal Lore, Survival, Tracking
 
Weapon Proficiencies Required
None
 
Weapons Permitted
club, sickle, dart, spear, dagger, scimitar, scythe, sling, staff
 
Armor Permitted
Leather armor, wooden shield
 
Major Sphere Access
All, Animal, Elemental, Healing, Plant, Weather
 
Minor Sphere Access
Divination
 
Granted Powers
Immunity,+2 bonus to all saving throws vs. fire or electrical attacks.

Shapechange, into a normal, real-world reptile, bird, or mammal up to three times per day at 7th level. Each animal form (reptile, bird, or mammal) can be used only once per day. The druid cannot assume giant forms.

Immunity to charm spells cast by woodland creatures such as dryads at 7th level. The druid's immunity does not extend to charm spells cast by creatures who merely happen to be living in or passing through a forest, such as a woods-dwelling human mage or vampire.

Learns the languages of woodland creatures (centaurs, dryads, elves, satyrs, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, treants, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.). (The languages of cold-forest druids include those of the giant lynx, giant owl, pine treants, and cold-dwelling groups of centaurs, elves, gnolls, gnomes, etc.)

Identifies plants, animals, and pure water with perfect accuracy at 3rd level.

Passes through overgrown areas at 3rd level without leaving a trail and at full movement rate. For instance, the temperate-forest druid Garon can move with ease through dense thorn bushes, briar patches, pine trees, tangled jungle vines, and so on. He also is immune to poison ivy, poison oak, and similar irritating plants. When using this power, Garon must be on foot, not riding an animal.


Comments

Please Login in order to comment!