Sufic Druid

The deserts prove as inhospitable to most normal plant and animal life as the arctic regions. However, deserts remain vital to the worldwide order of druids.

Sufic druids are members of native nomad tribes or hermits who have moved to the desert to escape civilization. Valued for their abilities to heal sick animals (and people) and to find or create pure water, they normally remain on good terms with desert nomads. Although desert druids revere all the flora and fauna of a desert, from cacti and scorpions to vultures and camels, they most fiercely protect the few fertile oases, which house their sacred groves.

Desert druids also reside in semidesert areas, hot scrub lands, and chaparral like the _____ (waste area at end of Demons Gorge). Many desert druids live as hermits, not fond of disturbances, and can be short tempered or downright eccentric. However, no one can top their knowledge of their own desert area. If a party seeks something in the trackless wastes or finds itself lost, facing a sandstorm, or running out of food or water, a chance encounter with a desert druid may spell salvation.

A desert druid's grove normally lies within a beautiful oasis in the deep desert.

 
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
Desert Druid
 
Typical Alignments
Neutral
 
Holy Symbol
A Sufic Druid’s totem is a scorpion, usually clutching vial of water from the sacred grove between its claws.
 
Affiliate Order(s)
None
 
Opposition Order(s)
Brotherhood of the Eye, Long Fangs
 
Leader
Grand Druid Lethrak
 
Typical Racial Followers
None
 
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 12, Charisma 15, Prime Req. Wisdom
 
Race(s) Allowed
Human
 
Followers and Strongholds
None
 
Limitations
None
 
Non-Weapon Proficiencies Required
Direction Sense, Weather Sense, Survival (desert)
 
Non-Weapon Proficiencies Recommended
Riding (Land-Based), Healing, History (Local), Endurance, Tracking
 
Weapon Proficiencies Required
None
 
Weapons Permitted
club, sickle, dart, spear, dagger, khopesh, scimitar, sling, short bow, staff
 
Armor Permitted
Leather armor, wooden shield
   
Minor Sphere Access
Divination, Elemental Water, Plant
 
Granted Powers
Immunity, +2 bonus to all saving throws vs. fire or electrical attacks.

Shapechange, up to three times per day at 7th level once each into a normal mammal, reptile, and bird. The druid can shapechange only into animals whose natural habitat is the desert. Common desert-dwelling animals include camels, eagles, hawks, lizards, mice, rats, snakes, and vultures.

Goes without water for one day per level without suffering thirst. Regaining use of this power requires the druid to have resumed a normal intake of water for a time equal to the days of deprivation.

Learns the languages of desert-dwelling intelligent creatures (brass dragons, dragonnes, lamias, thri-kreen, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.).

Infallibly identifies desert plants and animals and pure water at 3rd level.

Sees through nonmagical mirages at 3rd level and gains a +4 on any roll to save against illusions cast within a desert.

Crosses sands and dunes on foot without leaving a trail and at full movement rate at 3rd level.

Senses the distance, direction, and size of the nearest natural water source (well, spring, oasis, sea, etc.) if one lies within 1 mile per level. This power, gained at 3rd level, is usable once per day.

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