Your friends call you a “nature priest.” That’s half true: you do worship Nature, and Nature has powerful allies, but you’re dedicated to Life above all, and your powers are a divine reward for your fervor. Like the cleric (p. 6), you cast support-ive spells (p. 19). You’re also an initiate of the Druidic Arts (p. 22). These gifts don’t work perfectly down in the dungeon, but they do work – and without you, the party often wouldn’t reach the dungeon!
Advantages: Green Thumb 1 (5) and Power Investiture 3 (Druidic) (30). • 20 points in Druidic abilities (p. 22); put leftovers into spells. • A further 20 points chosen from among additional Druidic abilities or IQ+1 (20), HT+1 or HT+2 (10 or 20), Per+1 to Per+4 (5/level), FP+1 to FP+6 (3/level), Animal Friend 1-4 (5/level), Green Thumb 2-4 (5/level), Healer 1 or 2 (10 or 20), Intuition (15), Luck (15), Mind Shield (4/level), Outdoorsman 1 or 2 (10 or 20), Power Investiture (Druidic) 4 or 5 (10 or 20), Resistant to Disease (8) (3 or 5), Signature Gear (Varies), or Spirit Empathy (10).
Disadvantages: -20 points chosen from among Disciplines of Faith (Ritualism or Mysticism) (-5 or -10), Sense of Duty (Wild nature) (-15), Vow (Vegetarianism) (-5), Vow (Never sleep indoors) (-10), or Wealth (Struggling or Poor) (-10 or -15). • A further -25 points chosen from among the previous traits or Intolerance (Urbanites) (-5), Loner (-5*), No Sense of Humor (-10), Odious Personal Habit (“Dirty hippy”) (-5), Overconfidence (-5*), Phobia (Crowds) (-15*), Phobia (Fire) (-5*), Phobia (Machinery) (-5*), Stubbornness (-5), or Weirdness Magnet (-15).
Primary Skills: Esoteric Medicine (Druidic) (H) Per (4)-14; Herb Lore (VH) IQ (4)-14†; and Naturalist (H) IQ (2)-14†. • One of Innate Attack (any) or Thrown Weapon (Spear or Stick), all (E) DX+2 (4)-14; Bolas, Lasso, or Throwing, all (A) DX+1 (4)-13; or Blowpipe, Net, or Sling, all (H) DX (4)-12. • One of these two melee skills packages:
- One of Axe/Mace, Broadsword, Shortsword, or Spear, all (A) DX+2 (8)-14, and Shield (E) DX+2 (4)-14.
- One of Spear or Staff, both (A) DX+3 (12)-15.
Secondary Skills: Camouflage (E) IQ (1)-14; Animal Handling (any), Disguise (Animals), Hidden Lore (Elementals, Faeries, or Nature Spirits), and Weather Sense, all (A) IQ-1 (1)-13; Mimicry (Animal Sounds or Bird Calls), Pharmacy (Herbal), Religious Ritual (Druidic), Theology (Druidic), and Veterinary, all (H) IQ-2 (1)-12; and Survival (any) (A) Per-1 (1)-13.
Background Skills: Climbing and Stealth, both (A) DX (2)-12; and Hiking (A) HT-1 (1)-12. • Three of Knife (E) DX (1)-12; First Aid or Gesture, both (E) IQ (1)-14; Animal Handling (any other), Hidden Lore (any other), or Teaching, all (A) IQ-1 (1)-13; Diagnosis or Poisons, both (H) IQ-2 (1)-12; or Observation (A) Per-1 (1)-13.
Spells: Choose 20 druidic spells (p. 19), which will be either (H) IQ+1 (1)-15 or (VH) IQ (1)-14 with the +3 for Power Investiture (Druidic).
- Multiplied for self-control number; see p. B120.
† Includes +1 for Green Thumb.
Druids fall into a few broad categories, defined largely by their spells.
Beastmasters prefer spells that let them summon and interact with animals, and might enter play knowing Animal Control (Bird Control, Fish Control, Mammal Control, Reptile Control, and Vermin Control), Beast Link, Beast-Rouser, Beast Seeker, Beast Speech, Beast-Soother, BeastSummoning, Master, Protect Animal, Repel Animal (Repel Birds, Repel Fish, Repel Mammals, Repel Reptiles, and Repel Vermin), Rider, and Rider Within.
Elementalists favor spells of elemental fury. A typical starting list would be Clouds, Fog, Freeze, Frost, Mystic Mist, Rain, Recover Energy, Shape Air, Shape Earth, Shape Water, Snow, Summon Air Elemental, Summon Earth Elemental, Summon Fire Elemental, Summon Water Elemental, Wall of Wind, Waves, Whirlpool, Wind, and Windstorm.
Green druids focus on Plant spells and magic useful in the forest. Such a druid might start with Animate Plant, Blossom, Conceal, Create Plant, False Tracks, Forest Warning, Hide Path, Identify Plant, Plant Control, Plant Growth, Plant Sense, Plant Speech, Plant Vision, Pollen Cloud, Rain of Nuts, Rejuvenate Plant, Shape Plant, Tangle Growth, Walk Through Plants, and Walk Through Wood.
Of course, a druid could know just about any set of druidic spells – he isn’t limited to one of these lists. Druids who desire access to powerful combat and shapeshifting magic should be sure to raise Power Investiture (Druidic) to level 4 or 5 with advantage points.
Unlike other casters, druids rarely trade the 5 points they get from quirks for money for a power item. More likely investments are extra spells or Druidic abilities.