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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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