Druid

Druid (1.25) Adventurer Class

Druids are found in most cultures, except for the Remans, who fear their power and the Dark Elf who worship the Dark Lady, who believe nature should be controlled or destroyed and not worked with. Orcs can be Druids, but they may have a different view on the workings of nature than Druids of other cultures.  

Playing the Druid

Druids do not wear armor but they do have special abilities that help make them dangerous on the battlefield. They are well suited to questing and to foil dangerous opponents.This is the only class that gains the powerful entangle spell.  

Abilities

Armor Allowed: none   Weapons Allowed: Knife, Dagger, Stick, Club, Staff, Sickle, Glaive, Knife, Single- Handed Axe  
Level 1
Lightning Bolt: This is a blue spell packet. You must call out “lightning bolt” when throwing the pack. Deals 2 points of damage and cannot be blocked by shields and ignores armor. This spell can be cast six times per day (6x/day), and can be renewed.   Entangle: This is a green spell packet. You must call out “entangle” when throwing the pack. Immobilizes targets based on hits. 1 hit immobilizes one leg, 2 hits immobilizes both legs, 3 hits immobilizes one arm and both legs, and 4 hits immobilizes both arms and legs. This spell bypasses armor but can be blocked by shields. Fireball or Lightning Bolt removes Entangle. Damage equal to the number of entangled limbs also negates the spell. Self-damage of two, ignoring armor, can remove Entangle but must be declared. This spell can be used six times per day (6x /day) and can be renewed.   Detect Monsters: Detect Monsters: Once per day (1x/day) the druid may ask the local Guard or Loremaster if there are any monsters in the area. You will then be told the type and number. This ability can be renewed.   Skin of Trees: You cover yourself in tree bark, granting yourself 4 temporary HP. This can be combined with an HP boost from a blessing or other sources. This spell can be used once per day (1x/day), and cannot be renewed.   Nature Scroll Training: You can use Nature scrolls  
LeveL 2
Animal Form (Small): You may take the shape of a small animal and gain a +2 to APR at the cost of a -3 to HP (down to a minimum of 1). You cannot use weapons, but you can still cast spells. You can now fly, climb, swing, etc. across river obstacles and barriers (such as the Farmer’s boundary line). When you return to your normal form your HP and APR return to normal, while any damage you take while in animal form remains and vice versa. Unlimited uses per day.  
Level 3
Cultural Ability  
Level 4
Improved Lighting Bolt: Your Lightning Bolt damage now deals three (3) points of damage.  
Level 5
Nature's Mend: This ability uses the power of nature to mend broken armor, arrows, or weapons. By pulling up elemental forces and repairing the wood fibers a druid can repair any of these things that have the broken condition. This cannot be used during combat.  
Level 6
Cultural Ability  
Level 7
Forest Lord: You gain the rank and title of Forest Lord. At the start of each event gain 5 GP from local kingdom subsidies or tolls through your forest from travelers.   Harmony Aura: This ability must be called out. This ability calms nearby creatures, reducing aggression and encouraging peace within a limited area. If the Druid refrains from attacking or acting aggressively, they can't be attacked by the affected creature. Unlike the ability Animal Empathy, this works on both humanoid monsters (such as orcs) and non-humanoid monsters but not undead. This ability can be used three times per day (3x/day), and can be renewed.  
Level 8
Animal Form (Large): You can now take the shape of a large animal. You gain +1 to APR (due to dodging skill or thick skin). You gain +4 to your Maximum HP and can cross oceans and rivers. You can cast spells in this form, but cannot use weapons. You can now “carry” your entire party across river, barrier, and ocean obstacles. When you return to your normal form your HP and APR return to normal, any damage you take while in animal form remains and vice versa.  
Level 9
Cultural Ability  
Level 10
Forest Master: Gain the rank and title of Forest Master. At the start of each event gain 15 GP from local kingdom subsidies or tolls through your forest from travelers.   Wild Growth: Stimulates rapid growth of plants in the area surrounding the target. This acts as the Entangle ability but affects everyone in arms reach around a single target, which could be a player, NPC, or Monster. All other specifications and rules for Entangle apply as normal. This still uses the green spell packet but must be called out as “Wild Growth” before you toss the spell pack. This replaces Entangle. This spell can be cast six times per day (6x/day) and can be renewed.

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Jan 16, 2024 10:08

NATURE SCROLL TRAINING.