Adviser

As a druid, your character can act as (or work to become) counselor to a ruler - perhaps a local knight or a high king. An Adviser tries to make himself indispensable to his lord. The class's well-known neutrality makes a ruler perceive his advice as nonpartisan, while the druid's high Charisma almost guarantees that the lord listens to his counsel. A druid can use his "eyes in the wilderness" to provide his master with timely and vital information. At the same time, the druid subtly manipulates his master to serve his own ends. For similar reasons, a druidic Adviser might take over part of the education of the lord's children, ostensibly to teach them herb lore, history, survival, and similar skills. Actually, he uses the opportunity to instill in them a respect for Nature and the neutral world view - and perhaps encourage them to become druids when they grow up.

Role

As an Adviser, a druid is a man of subtlety and mystery. He rarely speaks unless he has something important to say, and he always thinks carefully before he says it. While not a fixture at his lord's court, he keeps an eye on things from a distance, often using animals to observe the ruler. He tends to pop up when most needed or least expected, stay a day or a month, then vanish into the wilds. Always hungry for information, the Adviser often roams the land disguised as a common traveler (or, at high level, in animal form), listening to the gossip of peasants, traders, and innkeepers to better serve his own interests and those of his lord. As a PC, he carefully considers the purpose and long-term ramifications of each adventure and insists on careful preparation and information gathering before taking action.

Distinctive Appearance

None

Special Benefits

He stays free at the ruler's stronghold (no cost of living), and has the ear of the ruler. The DM should establish an NPC ruler for the druid to advise. Help the DM develop a reason why the ruler trusts the PC, beyond his druidic background. Perhaps the druid is a relative (a cousin and younger son who failed to inherit and so joined the druidic order), or the apprentice of a (recently deceased) older druid who used to tutor the lord. For play balance, the DM should place a 1st-level player character as only one of several counselors to a lord of a small domain - perhaps a knightly manor or a barony. (If you, the player, really want to role-play an Adviser to a king, make it an exiled king trying to regain his crown.) It's up to the PC to increase the lord's influence.

Special Hindrances

People of the lord's domain (and immediate neighbors) easily recognize the druid as the court druid. If the lord favors him or if the populace knows him to give good advice, many will ask him to intercede for them with the lord. In addition, he may become a target for his lord's enemies or jealous rival courtiers. On the other hand, if the druid fails to please his master, he will find himself in disfavor at court: He suffers a minimum -2 reaction penalty from the lord and court - possibly from all in the region (if his bad advice led to a spectacular failure, like defeat on the battlefield). Depending on the lord's temper, an Adviser who has fallen into disfavor may face exile or worse until he makes amends.

Class

Druid

Attribute Requirements

None

Barred Beliefs

None

Race Requirement

None

Bonus Weapon Proficiencies

None

Required Weapon Proficiencies

None

Recommended Weapon Proficiencies

Staff

Barred Weapon Proficiencies

None

Bonus Non-Weapon Proficiencies

Etiquette, Disguise

Recommended Non-Weapon Proficiencies

Heraldry, Weather Sense, Healing, History (Local), Spellcraft, Reading Lips

Equipment

The Adviser need not spend all starting money on equipment, but can retain any leftover coinage.

Wealth Options

3d6 x 10 gp