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Druid
The Druids
are famed in Morganna for being one with nature and talking to nature however
many see them as heretics of religion finding their service to nature and not
their Creator blasphemy. However Druids believe that all come from nature and
what we take from nature should be to survive no more no less. A druid spends
their days basking in the warm sun in the great forests of Morganna learning
from the animals and plants the ways of nature and its desire. Most of these
Druids also respectively pray and worship the Goddesses of seasons but of
importance to them are Gaia and Geo the Earth deities that care for the earth
and bring nourishment, shelter, and life to the animals and plants of the world.
Though many Druids only to desire peace in their chosen ground with in a forest
or jungle to commune with just nature they often join or aid Adventurers giving
them fair warning of the Forest and Natures wrath. Some do actually become
adventurers to visit and see the many forests of the world. This often creates
bonds with the druid’s fellow adventurers and some times create new followers
or loyal allies to the cause of a Druid.
Benefits>
These are basic and simple teachings a Druid learns and are some of the required
skills for a Druid to use his Druidic abilities. Druids range from the use of
Geomancy as well as work with the divine nature and its animals. A Druid always
has a nature guide whom they communicate with in order to understand and find
information of a forest they enter. Of their special abilities they can learn
spells from the Earth Magic and of their own ability use magic as if nature.
However they are uniquely different than spell casters with their own domain of
power.
Speak
with Nature> The ability allows a Druid to communicate with nature as if
it were another person and understand it by its sound, body movement, or animal
speech. This ability is imperative for a Druid to communicate with Nature and
the living forms of life of the Forest.
Knowledge
of Nature> Druids gain a +4 Bonus when using the Knowledge Nature when
applied in any form or use. This common knowledge shows the Druids basic
understanding to nature regardless if they have zero, few, or max ranks in the
Nature Skill.
Knowledge
Forest> Druids gain a +4 Bonus to Knowledge of Area when applied to
forests regardless if they have taken this skill or not. Even if the ranks are
zero, few, or maxed this +4 bonus will always be considered and applied.
Druid
Familiar> Druids at a young age or when first learning of their Druidic
heritage earn the right as a Druid and gain a Familiar from nature naturally
being that of a Wolf, Bear, or some form of Forest Animal that will aid them in
battle and help them in their chosen path. Druids may use the beastiary section
of animals and use only those from the forests or jungles. These familiar use
the same stats as that in the beastiary and can not be raised like a player.
However you may outfit your Familiar with certain equipment if applied.
Abilities>
Druid Abilities consist of Geomancy Spells and Nature Spells cast as if they
were a Spell Caster. However they do not gain the ability as a Spell Caster
using Mind as their Main spell attribute but their Spirit as the Main Attribute
to their limit of Druidic magic they can cast per day. Druidic Magic is treated
similar to casting a spell and feats and abilities applied to casting spells can
be applied to druidic spell casting. Also a Druid may only learn spells of this
profession since their abilities and spells are unique.
<Note>
Druids that do harm to the forest or nature immediately lose use of their
spells and abilities till they redeem themselves in some manner to the Deities
of Nature and Earth that they are ready to be a druid once more. This can be
done by email or by the actions of a Druid in a quest. Also druids rarely eat
meat since eating meat is eating their own kin but to some with the belief of a
predator of the forest eating meat is just another part of the cycle of life in
the forest.
Tangle
Vines> A Druid spell that summons lively vines this spell creates a
massive 5ft square to create vines that entangle enemies or opponents rendering
them helpless to move. However the vines can be burned or cut and if the person
in the vines is caught in this action they receive half the damage of the vines.
The Druid can increase its range by adding their Spirit Attribute to 5ft
increasing the radius of the vines growth to entangle more targets. A Target
must make a Reflex Save at a Difficulty 14 or be caught in the vines. When fire
is involved targets caught in fire suffer half the damage of the vinery and
tangle weed has but 25hp life span when being dealt damage. This ability can be
used for a fairly good amount of time and lasts for 2d4 rounds
Cost>
20 Exp
Growth
of the Meadow> Once per day a druid may spend a Spirit Temporarily to
grow 2d4 Meadow Herbs at a moist and fertile area. Also if they wish they can
grow d4 Red Meadow Herbs a Day instead of the plain Meadow Herb. On rare cases
by marshes or moors a Druid may raise d4 Ola Flowers instead as long as they
meet the condition of where it grows by marches and the land fertile.
Cost>
20 Exp
Spirit
of the Cat> This spell allows once per day the use of being cat-like and
enhances the druids Dodge +2 as well making them able to land with less damage
as if they had the feat Cat’ Walk reducing Falling Damage by Half. The Spirits
of Nature allow you to use their power but only one spirit may inhabit the Druid
at a time per day. If the druid uses another Spirit Ability the previous one is
canceled for the new one.
Cost>
30 Exp
Wall of
Thorns> Creating a barrier or cage the Wall of thorns creates a thick
bush of vinery thorns as big as daggers entrapping a target with in its walls.
Attempts at cutting the vines is useless since they regrow and any caught in or
attempt to attack the wall are immediately attacked being dealt 2d4 damage.
Though the vines itself can be used to trap or protect a target they can also be
used to entangle a target similar to the use of Tangle Weed. If the target fails
a Reflex Save Difficulty 16 they are snared in the Wall of thorns and are dealt
2d4 damage then another 2d4 damage each round they are trapped. The Ability
lasts for 2d4 rounds and can be cast in a 5ft or 10ft radius around a target.
This also can be burned dealing half the damage to targets snared inside the
Wall of thorns. Also since it does regrow it has an infinite life pool but once
burned it immediately dies off.
Cost> 40 Exp
Spirit
of the Bear> Druids can take with in them the Spirit of the Bear which
increases their Melee ATR +2 and their Natural skin becomes a tough hide of +5%
Armor. Though like any Spirit ability a Druid can only retain this ability once
per day and if another Spirit ability is used this one is canceled out and the
new one takes place. The Spirit of the bear helps those who desire more of a
combat style than anything else.
Cost>
20 Exp
Geo
Spike> Though a different version of Geo Spiker Geo Spike is both a
Druidic and Geomancy ability that summons from the earth a large spike to form
under an enemy wounding them badly. The target must make a Dodge Check vs. a
Difficulty base on the cast of the Druid. If the target fails they are impaled
on the spike receiving 3d8 No Armor Soak Damage and gain the Bleeding Status.
This is one of the most Powerful of the Druidic Attack Spells.
Cost>
40 Exp
Spirit
of the Wolf> Taking the Wolf’s Spirit into the heart of the Druid
increases their land speed making the Druid extremely fast. The Druids Base
Movement is double and can move across greater amount of land and if swimming
they gain the ability to swim as a wolf moving across the water +2 More Movement
than normal. As any Spirit Ability this can be used once per day and if another
is used this ability is canceled and the new one immediately in effect.
Cost>
20 Exp
Spirit
of the Eagle> Those Druids that take this ability can become even greater
archers able to hit targets twice the range of normal Range Weapons. This makes
them a sharper eye to using range weapons getting +4 to call shots with range
weapons as well as a +4 to any Sight Checks. As all spirit abilities this can be
used once per day and if another is used this ability cancels out for the new
one to take its place.
Cost>
20 Exp
Divine
Gaia> From the Earth mother comes life and from the planet comes
rejuvenation. Druids can tap into this life force of the planet in order to
rejuvenate themselves or others from serious wound. This restores 50% of a
target ally or Druid’s Hit Points for example a person of a 100Hp heals 50Hp
also when an ally dies this ability can restore all their D.Hp and 1Hp to avoid
them from passing to the other side.
Cost>
40 Exp
Changeling>
Druids become so intoned with nature that Geo and Gaia bless them with the
gift of a changeling. Like how a creature may change its color, appearance, or
shape a Druid may become an animal of the forest. Though they cannot change to
an aquatic form they may assume common forms as the Bear, Wolf, Eagle, snake,
Cat, and such. Refer to the Beastiary when desiring a chosen form and use the
Beastiary as a table of the attribute and abilities of the animal. This form is
temporary and the Druid may change at will however if they remain in this form
more than six hours they must make a Mind Save Difficulty 18 or be stuck in that
form the rest of the day and must make the roll again or be stuck again in that
form. This can at times be a risky ability especially if the Druid enjoys the
form far too much.
Cost>
40 Exp
Young
Treant> These creatures of the Forests are considered sacred as well as
the guardians of a forest. Druids know well that a forest may have one or more
Treant protecting it. In times of need and with in a Forest a Treant may be
summoned to aid a Druid however this Treant is young compare to Elder Treants
who remain and give life to the forest by using their power. Young Treants are
similar to Elders but with out many special powers. They retain all their Elder
attributes but have no special power or spell like ability. They are also weak
against fire and axe attacks taking double the damage from such attacks unlike
an Elder Treant. For Attributes and Hit points please refer to the Elder Treant
in the beastiary. This ability for the druid is treated as a summons and can
only be used once per day.
Cost>
50 Exp
Gaia
Life Stream> The most powerful of the Druid’s Abilities is seen as the
mastering of the druid profession. A Druid can only achieve this ability if they
have mastered all their abilities in the Druidic profession. In form this
ability can do two things such as Heal the druid and her allies as well as
injure her enemies. The Earth cracks open around the Druid in a 25ft radius and
those with in that are the druid’s allies receive 4d10 Healing restoring 4-10
of their Hit Points while the enemies of the Druid suffer 4d10 Damage. This is
at times a blessing being able to see the planet’s life force in this mass of
blue energy that swirls in a clam rage.
Cost>
100 Exp
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