Druids
Druids are specialty priests who fulfill the needs of nature deities. Their
greatest concern is for the continuation of the orderly and proper cycles of
nature. They are charged with protecting the earth and the wilderness, especially trees, wild plants, wild animals, and crops. They realize the needs
that people have to use natural resources, but they despise and act out
against unnecessary destruction, exploitation, and excess. Aside from a
generous amount of practical wisdom, druids need strong personalities to
deal with problems in the field where there is often no temple organization
to back them up. Druids with Wisdom and Charisma scores of 16 or better
earn a +10% bonus to their experience gained. Druids are can only be of
true neutral alignment.
The druid is an example of a priest designed for a specific mythos. His powers
and beliefs are different from those of the
cleric. The druid is a priest of nature and
guardian of the wilderness, be it forest.
plains, or jungle.
19th level: The character gains the ability to enter and survive in the elemental plane of Water.
20th level: The character gains the ability to enter and survive in the elemental plane of Air.
The model for organization of most druidic faiths is discussed in The Old Faith. In summary, most druids form circles, which fulfill for druids the same organizational needs that church or temple hierarchies do for most other priests. The precise borders of a great druid's domain are nebulous at best. These are outlined in the section called The Old Faith.
Requirements
A druid must be human or half-elven . He must have a Wisdom score of at least 12 and a Charisma score of 15 or more. Both of these abilities are prime requisites.Weapons Allowed
Unlike the cleric, the druid is allowed to use only "natural" armors - leather armor and wooden shields, including those with magical enhancements. All other armors are forbidden to him. His weapons are limited to club, sickle, dart, spear, dagger, scimitar, sling, and staff.Spells Allowed
Druids do not have the same range of spells as clerics. They have major access to the following spheres: all, animal, elemental, healing. plant. and weather. They have minor access to the divination sphere. Druids can use all magical items normally allowed priests, except for those that are written (books and scrolls) and armor and weapons not normally allowed for druids.Ethos
As protectors of nature, druids are aloof from the complications of the temporal world. Their greatest concern is for the continuation of the orderly and proper cycles of nature — birth, growth, death, and rebirth. Druids tend to view all things as cyclic and thus the battles of good and evil are only the rising and falling tides of time. Only when the cycle and balance are disrupted does the druid become concerned. Given this view of things. the druid must be neutral in alignment. Druids are charged with protecting wilderness — in particular trees, wild plants. wild animals.,and crops. By association, they are also responsible for their followers and their animals. Druids recognize that all creatures (including humans) need food, shelter, and protection from harm. Hunting, farming, and cutting lumber for homes are logical and necessary parts of the natural cycle. However, druids do not tolerate unnecessary destruction or exploitation of nature for profit. Druids often prefer subtle and devious methods of revenge against those who defile nature. It is well known that druids are both very unforgiving and very patient. Mistletoe is an important holy symbol to druids and it is a necessary part of some spells (those requiring a holy symbol). To be fully effective, the mistletoe must be gathered by the light of the full moon using a golden or silver sickle specially made for the purpose. Mistletoe gathered by other means halves the effectiveness of a given spell, if it causes damage or has an area of effect, and grants the target a +2 bonus to his saving throw if a saving throw is applicable. Druids as a class do not dwell permanently in castles, cities, or towns. All druids prefer to live in sacred groves, where they build small sod, log, or stone cottages. Druids in the Flanaess have as their base spheres of access major access to the all, animal, elemental, healing, plant, and weather spheres. They also have minor access to the divination sphere. Almost all druids of the Flanaess venerate specific deities rather than nature as disembodied concept. These deities modify the spheres to which their druids have access, and thus the listing for spheres of access under an individual deity takes precedence over this general list. Druids can select non-weapon proficiencies from the general, priest, or warrior groups at no extra cost. They make their saving throws as priests, but gain a bonus of +2 to all saving throws vs. fire or electrical attacks. They speak a secret tongue (which does not cost them a non-weapon proficiency slot to learn) understandable only by other druids, regardless of which power those druids venerate. They gain many granted powers upon reaching higher levels such as:- He can identify plants, animals, and pure water with perfect accuracy after he reaches 3rd level.
- He can pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate after he reaches 3rd level.
- He can learn the languages of woodland creatures. These include centaurs, dryads, elves, fauns, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, and treants. The druid can add one language at 3rd level and one more every time he advances a level above 3rd. It is the druid's choice whether or not to spend a proficiency slot on one or more of these languages.
- He is immune to charm spells cast by woodland creatures (dryads. nixies. etc.) after he reaches 7th level.
- He gains the ability to shapechange into a reptile, bird, or mammal up to three times per day after he reaches 7th level. Each animal form (reptile, bird, or mammal) can be used only once per day. The size can vary from that of a bullfrog or small bird to as large as a black bear. Upon assuming a new form, the druid heals 10 to 60 percent (1d6 x 10%) of all damage he has suffered (round fractions down). The druid can only assume the form of a normal (real world) animal in its normal proportions. but by doing so he takes on all of that creature's characteristics—its movement rate and abilities, its Armor Class, number of attacks, and damage per attack. Thus, a druid could change into a wren to fly across a river, transform into a black bear on the opposite side and attack the orcs gathered there, and finally change into a snake to escape into the bushes before more orcs arrive. The druid's clothing and one item held in each hand also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form.
- A druid cannot turn undead.
Druid Organization
Druids have a worldwide structure. These circles consist of a dozen or so druids and 20 or so affiliated rangers and other allies (other people, or even woodland creatures, or similar sentient allies appropriate to the region). Circles can be tightly centered around a particular wood or grove, or widely scattered over a region. Druids of the same circle may worship different deities, though in general, druids of the same circle tend to worship the same power. Deities commonly worshiped in the Flanaess include Beory, Obad-Hai, Ehlonna, and Phyton, to name a few. The Elemental Lords are also rumored to be worshiped by some druids, but not as patron deities. Player character druids do not begin play as members of a circle, but may form or join such circles later. All faiths that include druids among their clergy maintain their own separate druid hierarchies. That is, each religion has its own druids, arch-druids, great, and grand druids. Great and grand druids of a particular faith are singular beings, and each directs activities for druids of his or her faith within a 500-mile-radius of his or her home. Each is entrusted with the organization and protection of the circles and other druidic shrines within that domain. Interfaith relations between different druidic religions in the Flanaess are fairly cordial. Conflicts between the faiths are settled through negotiation or, failing that, ritual or personal combat. At their upper levels (12th and above), only a few druids can hold each level.Druids, Archdruids, and the Great Druid
At 12th level, the druid character acquires the official title of "druid" (all druid characters below 12th level are officially known as "initiates"). There can be only nine 12th-level druids in any geographic region (as defined by oceans, seas, and mountain ranges; a continent may consist of three or four such regions). A character cannot reach 12th level unless he takes his place as one of the nine druids. This is possible only if there are currently fewer than nine druids in the region, or if the character defeats one of the nine druids in magical or hand-to-hand combat, thereby assuming the defeated druid's position. If such combat is not mortal, the loser drops experience points so that he has exactly 200,000 remaining—just enough to be 11th level. The precise details of each combat are worked out between the two combatants in advance. The combat can be magical, non-magical, or a mixture of both. It can be fought to the death, until only one character is unconscious, until a predetermined number of hit points is lost, or even until the first blow is landed, although in this case both players would have to be supremely confident of their abilities. Whatever can be agreed upon between the characters is legitimate, so long as there is some element of skill and risk. When a character becomes a 12th-level druid, he gains three underlings. Their level depends on the character's position among the nine druids. The druid with the most experience points is served by three initiates of 9th level; the second-most experienced druid is served by three initiates of 8th level; and so on, until the least experienced druid is served by three 1st-level initiates. Only three archdruids (13th level) can operate in a geographical region. To become an archdruid. a 12th-level druid must defeat one of the reigning archdruids or advance into a vacant position. Each of the three archdruids is served by three initiates of 10th level. From among the archdruids of the entire world, three are chosen to serve the Grand Druid (see "The Grand Druid and Hierophant Druids" section). These three retain their attendees but are themselves servants of the Grand Druid. The great druid (14th level) is unique in his region. He, too, won his position from the previous great druid. He is served by three initiates of 11th level. The ascendance of a new great druid usually sets off shock waves of turmoil and chaos through the druidical hierarchy. The advancement of an archdruid creates an opening that is fiercely contested by the druids, and the advancement of a druid creates an opening in their ranks.The Grand Druid and Hierophant Druids
The highest ranking druid in the world is the Grand Druid (15th level). Unlike great druids (several of whom can operate simultaneously in different lands), only one person in a world can ever hold this title at one time. Consequently, only one druid can be 15th level at any time. The Grand Druid knows six spells of each level (instead of the normal spell progression) and also can cast up to six additional spell levels, either as a single spell or as several spells whose levels total to six (e.g., one 6th-level spell, six 1st-level spells, three 2nd-level spells. etc.). The Grand Druid is attended by nine other druids who are subject only to him and have nothing to do with the hierarchy of any specific land or area. Any druid character of any level can seek the Grand Druid and ask to serve him. Three of these nine are archdruids who roam the world, acting as his messengers and agents. Each of them receives four additional spell levels. The remainder are normally druids of 7th to 11th level, although the Grand Druid can request a druid of any level to serve him and often considers applications from humble aspirants. The position of Grand Druid is not won through combat. Instead, the Grand Druid selects his successor from the acting great druids. The position is demanding, thankless, and generally unexciting for anyone except a politician. After a few hundred thousand experience points of such stuff, any adventurer worthy of the name probably is ready to move on to something else. For this reason, the Grand Druid reaches 16th level after earning only 500.000 more experience points. After reaching 16th level, the Grand Druid can step down from his position at any time, provided he can find a suitable successor (another druid with 3,000.000 experience points). Upon stepping down, the former Grand Druid must relinquish the six bonus spell levels and all of his experience points but 1 (he keeps the rest of his abilities). He is now a 16th-level hierophant druid, and begins advancing anew (using the progression given in Table 23 in the Priest Class section). The character may rise as high as 20th level as a hierophant druid (almost always through self training). Beyond 15th level, a druid never gains any new spells (ignore the Priest Spell Progression table from this point on). Casting level continues to rise with experience. Rather than spells, spell-like powers are acquired. 16th Level: At 16th level, the hierophant druid gains four powers:- Immunity to all natural poisons. Natural poisons are ingested or insinuated animal or vegetable poisons, including monster poisons, but not mineral poisons or poison
- Vigorous health for a person of his age. The hierophant is no longer subject to the ability score adjustments for aging.
- The ability to alter his appearance at will. Appearance alteration is accomplished in one round. A height and weight increase or decrease of 50 percent is possible, with an apparent age from childhood to extreme old age. Body and facial features can resemble any human or humanoid creature. This alteration is not magical, so it cannot be detected by any means short of true seeing.
19th level: The character gains the ability to enter and survive in the elemental plane of Water.
20th level: The character gains the ability to enter and survive in the elemental plane of Air.
The model for organization of most druidic faiths is discussed in The Old Faith. In summary, most druids form circles, which fulfill for druids the same organizational needs that church or temple hierarchies do for most other priests. The precise borders of a great druid's domain are nebulous at best. These are outlined in the section called The Old Faith.
Prime Requisites: Wisdom, Charisma
Races Allowed: Human, Half-elf
Historically, druids lived among the Germanic tribes of Western Europe and Britain during the days of the Roman Empire. They acted as advisors to chieftains and held great influence over the tribesmen. Central to their thinking was the belief that the earth was the mother and source of all life, They revered many natural things—the sun, moon, and certain trees—as deities. Druids in the game, however, are only loosely patterned after these historical figures. They are not required to behave like or follow the beliefs of historical druids.
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