Druid

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Druid04.jpg
The Druid
Common Roles Acolyte, adventurer, advisor, bounty hunter, cultist, guide, herbalist, hermit, high priest, priest, spiritualist, nature's guardian
Common Races Humans, Sylvanori, Sith'makar, Egalrin, Half-elves (often Sylvanori-blooded)
Influencial Faiths Gilead, Dana, The Green Word (faith that places Dana and Gilead at its center)
Common Organizations Druid organizations tend to be smaller branches of the greater Ygdrassil Union. Alexandros has its own local branch.
Pathfinder Rules for Druid

The druidic tradition of Gaea stretches back for eons right through the era of the gods. The great god of destruction, Gunahkar, struck a fell blow against the Tree of Life in an attempt to hasten the end of the world. In the process of doing so he also nearly annihilated the sildanyar of the fae world and he triggered their exodus to the mortal world and entrance into the War of the Gods.

Sensing the great pain of the World Tree, Dana the Earth Mother journeyed to it and bonded with it. She then took seeds and planted them at various places all across the globe. As time passed these seeds gave flower and blossomed into smaller versions of the original extra planar World Tree. The union of these trees and the magic they permeated the world with crossed thousands of miles and ignored culture and physical boundaries. In time it came to be known as the Ygdrassil Union and those who learned to tap into the magic it provided came to be the first druids.

Many modern day Druids are unspoken members of the Union although smaller druidic circles do exist that are more culturally focused. The oruch of the People of Adom in the northlands have a strong tradition of animism and worship of the elemental forces of nature. Their tribal shamans are often druids who espouse these teachings without realizing, or rationalizing its connection to The Union. Many sylvanori and human druids are members of The Union. Sylvanori druids act as forest wardens and keepers of the boundaries of the great wood while druidic traditions are also common among the Phurai Dae of the Vast.

The Union itself is largely a neutral organization and thus it produces as many benevolent druidic circles as it does tyrannical. Some radical druid groups have been known to take active measures against the continued industrialization efforts of various nations. They speak out against what they believe to be unnatural uses of magic and often prove quite dangerous to the attempts of others to build settlements or to use artifice.

For more on druids and their connection to the divine, see other practitioners of divine magic.

Druid

Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.

Alignment: Any neutral.

Hit Die: d8

Class Skills: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.


The Druid
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
  0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Nature bond, nature sense, orisons, wild empathy 3 1
2nd +1 +3 +0 +3 Woodland stride 4 2
3rd +2 +3 +1 +3 Trackless step 4 2 1
4th +3 +4 +1 +4 Resist nature's lure,Wild shape (1/day) 4 3 2
5th +3 +4 +1 +4 4 3 2 1
6th +4 +5 +2 +5 Wild shape (2/day) 4 3 3 2
7th +5 +5 +2 +5 4 4 3 2 1
8th +6/+1 +6 +2 +6 Wild shape (3/day) 4 4 3 3 2
9th +6/+1 +6 +3 +6 Venom immunity 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 Wild shape (4/day) 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Wild shape (5/day) 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 A thousand faces 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 Wild shape (6/day) 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Timeless body 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Wild shape (7/day) 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild shape (8/day) 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Wild shape (at will) 4 4 4 4 4 4 4 4 4 4

Class Features

Starting Kits

When crafting a druid in Pathfinder, be aware that wildshape uses your base statistics...and then adds to them. That is, a druid who wishes to melee will need to invest in areas such as strength and constitution.

Coming soon.


Concept Attributes Feats and Skills Common Spells Notes

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