Outlaw Druid
In Appollonia, evil, faithless forces have triumphed and hold a position of authority the good people of faith who resist have turned outlaw. From their exile in the wilderness, these folk conduct guerrilla warfare against their cruel oppressors. Since the balance has swung so far to the side of evil, the druid may freely act as a military commander in the struggle to overthrow the oppressors. The Outlaw druid faces threats like widespread persecution of druid followers and burning of their sacred groves. Outlaw druids are now making their presence known in the Wild Lands, mostly in regions that have been overrun by demihuman tribes.
Role
Because an outlaw band often fights in the wilderness (ambushing enemies along forest roads or defending against patrols), the druid's powers and skills naturally come to the forefront. Depending on the nature and alignment of those in the group, you can role-play the Outlaw druid as just another party member or as the band's spiritual (or actual) leader.
Distinctive Appearance
None
Special Benefits
None
Special Hindrances
Local authorities are always hunting for Outlaws. Capture means imprisonment - or worse.
Class
Attribute Requirements
None
Barred Beliefs
None
Race Requirement
None
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
Scimitar, sling, staff
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Recommended Non-Weapon Proficiencies
Animal Training, Brewing, Rope Use, Singing, Weather Sense, Healing, Herbalism, History (Local), Religion, Disguise, Animal Lore, Tracking
Equipment
The druid should spend his initial allotment of gold pieces entirely on equipment, as he loses any unspent starting money in excess of 1 gp.
Wealth Options
3d6 x 10 gp