Druid - The Wildling

Deep within the Arelith Archpeligo's coast lies the Darkheart Jungle, Untamed, Raw and tempting for any big game hunter to take down a few Tigers to sell to exotic collectors for good Coin.

I wouldent go into those Jungles if I were you hunter, Other than the beasties themselves 'an the Lizardfolk, sure y'might be able to handle those, But there's somethin' wrong in those entanglin' woods.

Th'other Trappers say it moves withou' a trace, More 'en a few of us 'ave gone to line up a shot, only fer' a gust of wind t'knock us on our arses, N'a few times we've been trapped by th'damn plants wrappin' around our ankles.

It's a damned Witch in those Jungles, Stoppin' us from huntin' Game. N'if you get lucky? Well Rodney got n'killed one of them' Tigers out there, Biggun' too.....Died two days later from poison...

Overview

Akin to a Cleric, A Druid is one who serves Nature and the Vague concept known as "The Balance". Drawing on great reserves of Willpower, Great strength and Magics are at their command.

Able to rain lightning from the sky and bind feet with Root and Vine, Before taking Beastial-Forms to Fight in.

Wherever Life can be found, So too can Druids be found defending it and making right what wrongs were done to the natural world.

Key Mechanics


Key Mechanics at level 20

  • BAB 15/10/5

  • HP 160+Constitution Modifier

  • Saves: +12 Fort +6 Reflex +12 Will

  • Skills: 80 + 20x Intelligence: animal empathy, concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft

Spellcasting - A Druid gains full spellcasting as a Divine Caster. Using their Wisdom modifier, A score of 19 is required to cast the highest tier of Druid spells.

Animal Companion - A druid gains a lifelong companion which grows in power as they do, which can help them in both combat and day to day life.

Wildshaping - A druid upon gaining sufficient strength, Can take the forms of Animals and use their Might, Cunning or Grace to defend against natures perverters

Venom Immunity - A druids connection to nature will protect them from Poisons, both mundane and magical upon reaching level 9

Elemental Shape - When a Druid begins to near the Zenith of their power (16) They can attune to the fundamentals of the world, and take form of mighty Elementals to lay waste to those who threaten Nature.

Spontaneous Casting - A Druid can call upon summoned creatures at any time, burning a spell of similar level to bring forth a Summon of the same Tier, no matter their Form.


  • Path Option:

Totem Druid Druids whom choose to make a Bond with a specific totem animal may give up a portion of their natural strength, grace and hardiness to gain a far more powerful Wildshape Form, that can be called upon an unlimited number of times per day, and which grows in power as the druid does.


Each Totem Animal also gifts the druid specific benefits in return for their sacrifice of choosing a totem.


Their Animal Companion and Summoned Creatures will also appear as the same animal the druid has bound himself to as a Totem.


The Totems

  • Wolf (predator): +2 str, +2 dex, +2 spot, +2 hide, +2 move silently
  • Panther (sneak): +4 dex, +4 hide, +4 move silently
  • Spider (cunning): +2 int, immunity: poison, immunity: paralysis

  • Parrot (beauty): +4 cha, +8 perform

  • Eagle (nobility): +2 cha, +12 spot

  • Bear (brawn): +4 str, +4 con

  • Raven (lore): +2 int, +8 listen, +10 lore

  • Bat (mystery): +12 listen, Amplify 5 uses/day

  • Rat (creativity): +4 int, immunity: disease

  • Snake (grace): +2 dex, +2 cha, immunity: disease, immunity: poison