Druid

Profession: Druid
Starting Gear: An overgarment of your choice.
Pay Rate: N/A
Starting Bonuses: 2 extra dice rolls for character points pool during character creation
Bonuses:
  • Immunity to natural poisons and food poisoning.
  • Never lost in the wilderness
  • Can start with either Creature Lore or Animal Talk.
  • Knows instinctively when the weather is about to change for the worse.
Penalties:
  • 10% less damage with swords, axes, or spears
  • Self Control check required not to be enraged at any destruction of nature.
Weapon & Armor Types:
  • Good with thrown weapons and projectiles
  • Can only wear light armor

You are at one with nature. Almost a cross between a cleric and a hunter, or even a mage and a hunter, your power comes from nature. You can tame any beast and conjure the natural forces to your aide.

A druid is akin to a priest who worships nature. Druids are similar to hunters in that they can befriend creature and use throwing or projectile weapons with ease. Druids are similar to mages in that they can use sorcery with ease and some of their abilities seem magical. Druids are also similar to clerics in their worship of nature. Druids are often regarded with curiosity by others, if not disdain for their natural way of life. Druids can harness the true power of nature and even learn to summon spirits or make true familiars.

Starting Bonuses and Penalties

Tier Levels and Costs to Acquire

Tier 1

  • Level 1: 25/50
  • Level 2: 50/100
  • Level 3: 75/150
  • Level 4: 100/200

Tier 2

  • Level 1: 50/100
  • Level 2: 75/150
  • Level 3: 100/200
  • Level 4: 125/250

Tier 3

  • Level 1: 75/150
  • Level 2: 100/200
  • Level 3: 125/250
  • Level 4: 150/300

Tier 4

  • Level 1: 100/200
  • Level 2: 125/250
  • Level 3: 150/300
  • Level 4: 175/350

Tier 5

  • Level 1: 125/250
  • Level 2: 150/300
  • Level 3: 175/350
  • Level 4: 200/400

Tier 6

  • Level 1: 150/300
  • Level 2: 175/350
  • Level 3: 200/400
  • Level 4: 250/450
  • Immunity to natural poisons and food poisoning.
  • Never lost in the wilderness
  • Can start with either Creature Lore or Animal Talk.
  • Knows instinctively when the weather is about to change for the worse.
  • 10% less damage with swords, axes, or spears
  • Self Control check required not to be enraged at any destruction of nature.

Effects on Weapon Usage

Druids are not warriors, but they can use many of the skills and weaponry that a hunter would use. They aren't proficient at all with weapons of true carnage, such as swords, axes, or spears.

 

Effects on Armor Usage

Druids are unable to wear heavy armor. They must stick with light armor. Druids can wear other armor types if they acquire the right armor skill, however, they will suffer double the initiative and evade penalties of any armor that isn't light.

Character Point Rate

Druids are worshipers of nature. Their skills all have to deal with nature and their communion with nature.

The Druid's character point rate is:
  • Mental x 0.01; with an additional +0.2 for every level in Binding of the Natural Spirits past level 1 (total of +0.6 bonus possible). 
  • A druid who gets all skills in the Druid's Companion skill chain at level 1 gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A druid who gets all skills in the Druid's Companion skill chain at level 4 (or highest level) gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A druid who gets at least 1 level in every druid skill gets their End of Session Bonus as extra character points.
  • A druid's End of Session Bonus rate is your character point rate increased by 1/2 Will. So if your character point rate is 1.5 and your Will is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 

Skills

Druids specialize in the abilities and powers of the natural world. Any of the skills that are listed below would have their costs cut in half.

Any skill not listed below is not a skill this profession is strong in.

Druid Skills Progression 

druid.png

Druid Skills

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Description Sort by Description, Ascending Sort by Description, Descending Level Effects Sort by Level Effects, Ascending Sort by Level Effects, Descending Cost to Acquire Sort by Cost to Acquire, Ascending Sort by Cost to Acquire, Descending
Animal Talk 5 Soul Able to communicate with animals and understand them. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Avian Kinship N/A Birds in the area will treat you as friend and not attack you. Luck chance for aid from area birds. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Binding of the Natural Spirits 10 Soul 20% chance to inflict 1d10 poison or remove poison by touch. Level 1: 20% chance, 1d10, 10 Soul
Level 2: 40% chance, 2d10, 20 Soul
Level 3: 60% chance, 3d10, 30 Soul
Level 4: 80% chance, 4d10, 40 Soul

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Creature Bonding 10 Soul Bond tamed creature to make creature a permanent companion. Limit of 2. N/A: only one level

This is a Tier 3 skill

Level 1: 75/150

Creature Lore N/A This skill grants you the knowledge of the creature you are looking at and how to identify them and their variants. With this skill you will know the creature's stats, skills, behavior, and more. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Dragon Kinship 20 Soul Gives you kinship with dragons that gives you certain benefits depending upon your level of mastery. Level 1: Dragon Speech; 20 Soul
Level 2: Luck Chance for Aid; 40 Soul
Level 3: Able to mount and ride for 1 trip a dragon; 60 Soul

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

Dragon Lore N/A With this skill you have knowledge of dragons and their customs. N/A: only one level

This is a Tier 3 skill

Level 1: 75/150

Druid Speech 10 Soul Your speech reduces the movement rate by 20% for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. Level 1: 20%, 10% chance; 10 Soul
Level 2: 40%, 20% chance; 20 Soul
Level 3: 60%, 30% chance; 30 Soul
Level 4: 80%; 40% chance; 40 Soul

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Druid's Companion 4 Soul +5 to Will Check per level of mastery to temporarily tame a creature. You can only tame 1 creature per battle.

Level 1: +5; 4 SA; tame up to 1 creature
Level 2: +10; 8 SA; tame up to 2 creatures
Level 3: +15; 12 SA; tame up to 3 creatures
Level 4: +20; 16 SA; tame up to 4 creatures

The tame up to 2-4 creatures doesn't mean you can tame that many creatures with one use of the skill. Instead, you can use this skill to tame up to that many individual creatures over the course of the battle.

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Familiar Growth N/A This skill allows you to spend character points into a familiar to boost their stats or skills.  N/A: only one level

This is a Tier 6 skill

Level 1: 150/300

Familiar Sync 10 Soul Able to sync with your natural familiar and have certain benefits depending upon level of mastery.  Level 1: Familiar's Sight; 10 Soul
Level 2: Become one with familiar; 20 Soul
Level 3: Switch places on map with familiar; 30 Soul
Level 4: Transform into familiar for 1 hour; 40 Soul

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Natural Familiar 30 Soul Change 1 bonded creature into a spiritually linked creature that you can control. You can only have 1 natural familiar.  N/A: only one level

This is a Tier 4 skill

Level 1: 100/200

Druid Growth

As you develop and master skills within your druid profession, you will become a more capable druid. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

Tier 1: Environmentalist

This is the tier level you start out as. The starting bonuses listed earlier apply here.

Tier 2: Advocate of Nature

To reach this tier, you must acquire all of the skills in the Druid's Companion skill chain at level 1. As an advocate of nature you benefit from the following bonuses:

  • Creatures may forage for you for ingredients at your Luck Rate (a 40 luck means that rolling 40 or below means a creature will bring you some ingredient)
  • Add 10% of Will to Will as a modifier
  • +0.2 to Character Point rate

Tier 3: Priest of the Forest

To reach this tier, you must acquire all of the skills in the Druid's Companion skill chain at level 2. As a priest of the forest you benefit from the following bonuses:

  • Creatures may enter the battle at your behalf based on luck roll if in nature.
  • Add 10% of you Luck to Luck as a modifier
  • Not slowed down by terrain.
  • +0.2 to Character Point rate

Tier 4: Master Druid

To reach this tier, you must acquire all of the skills in the Druid's Companion skill chain at level 3. As a master druid you benefit from the following bonuses:

  • +15 to Influence to influence creatures.
  • No wildlife creature will attack you.
  • Add 10% of Will to SA as a modifier.
  • +0.2 to Character Point rate

Combo Professions

With some professions, once you reach a certain point in character development, you can open up a combo profession. This combo profession would allow you to to learn new skills and gain new bonuses along with your main profession. Druid can open into the following combo professions: Shaman.

  • Shaman: Shaman is a combo profession of Druid and Cleric

Combo Professions is a new profession that grants you new skills and abilities. When you are able to go into a combo profession you continue to follow your main profession and the combo profession in regards to what skills are in profession and profession growth. The other professions that are apart of the combo profession offer no benefit.

There are no pages beneath this page

There are no posts yet

Parent