Druid

In 3345 PBM, a charismatic male witch named R’trenf attracted a sizeable band of followers advocating an activist, aggressive approach towards ensuring the sanctity of the natural world. R’trenf addressed the Magnum Concillium and called for the witches to adopt a new approach. He was rejected.

Refusing to accept the judgment of the Concillium, R’trenf and his followers broke with the Witches to propound a new a philosophy of militancy and direct action. In their exile wandering through the GloomRim, the witches encountered the being known as Lord T’lloluvin.

Universally feared, Demon Lord T’lloluvin is said to hunt the GloomRim Mountains on his moon preying upon all abroad. The truth is somewhat different. Lord T’lloluvin is no more a demon than any other Crescent Lands deity. Unlike other deities, T’lloluvin’s home plane is located physically on Loca Ottii and his power derives from the energies generated by natural world forces. The trees and animals and the rock provide him with the energies for his existence. In return, Lord T’lloluvin’s presence creates a stability in the planes surrounding Loca Ottii—preventing the planar denizen from intruding upon the world.

T’lloluvin’s place of greatest power was Tellura; the place where Loca Ottii is the thickest—the “most itself”. Thousand of years ago a race known as the Builders invaded the Crescent Land, and by means of a ruse, the Builders lured Lord T’lloluvin from his place of power into the GloomRim. In his absence, the Builders constructed a device which from prevented his return. Subsequently, they fashioned Tellura to protect and disguise this device.

Cut off from the fount of his energies, Lord T’lloluvin’s existence is maintained by the residual connection he maintains. In his weakened state he is unable to leave the GloomRim demesne to which he had been lured.

Two millennia ago the rebel faction of witches stumbled onto his waiting place, and instead of slaying them, he chose to co-opt them as emissaries in the lands beyond the GloomRim. For with every dwelling constructed and each forest logged, T’lloluvin’s power is diminished. With Druids he has partisans to act in his defense by preventing the depredations visited on the land by the acts of man.

Lord T’lloluvin is not a benevolent god: his needs are in direct conflict with the activities of mankind. His anger and his tendency towards their destruction is primarily limited by his inability to act outside of his place of imprisonment. His only freedom occurs on Lord T’lloluvin’s moon, when his fetters weaken and allow him greater range for one evening. Curiously, the corruption which affects those abroad in the GloomRim on this eve is not caused by T’lloluvin. In fact, it is the opposite. Lord T’lloluvin’s existence in Loca Ottii has the salutary effect of stabilizing the dimension and preventing outside intrusion. The same weakening of the bonds holding T’lloluvin on this day coincides with the nadir of T’lloluvin’s power (for which the inhabitants of the Crescent Lands should be grateful). With the diminishment of his power, comes the reduction of his ability to resist the outside intrusion of other planes upon Loca Ottii.

Initiateship

Druids become an initiate by performing acts that defend the land from sentient beings. A druid wishing consideration presents himself to the central temple in the GloomRim, and the aspirants is blindfolded and lead to T’lloluvin’s Defile. Those who survive the night and return are granted initiateship. Failures never return. Needless to say, few present themselves for consideration until they truly feel themselves worthy.

Initiates receive the following benefits:

The ability to transform themselves into one animal form once per day. Upon receiving initiateship, Druids choose one animal form with one additional form gained per level gained after initiateship is conferred. Once per day (per form) they are able to transform into this aspect, gaining sense, mobility, instincts and attacks consistent with this form. Druids can remain in this form indefinitely but have a 5% cumulative chance per day (beyond the first) of continuous transformation of having their intellect subsumed beneath the instincts of the animal form. Only protracted treatment by the Druidic temple can serve to reawaken the human mentality. Upon returning to human form, a druid will be exhausted having 0 evasion points. These evasion points can be recovered by magical or other means.

Both lay and initiate druids gain certain special abilities as they increase in level.

At Third level druids receive a 50% bonus to identify plants, animals, and can automatically identify pure water. At Fourth level, they gain the natural ability to pass without trace and a 30% bonus to camouflage. Additionally, druids have the skill make like a ranger but do not receive experience points for successful use of the skill.

New Invocations

Quench

Level: 1

A druid invoking this power can extinguish natural flames. The area effected by this Invocation increases as the druid increases in level, as follows: 100 square feet at 1st level, 1000 square feet at 2nd, etc., up to 1,000,000 square feet at 5th level.
Duration: Instant.
Saving Throw: N/A .
Range: 60 feet.
Speed: Slow

Wood Shape

Level: 1

This allows a druid to shape a piece of wood no larger than 1 cubic foot/ level of the caster. Weapons and crafts may be created, but quality and artistry are dependent upon the skills of the caster. When wood is shaped, moving, hinged, or rotating parts can be part of the thing created. The mass of wood does not need to be worked as a contiguous whole, rather it can be manipulated in parts, much like carving a toy from single block of wood.

Duration: Permanent.
Saving Throw: N/A.
Range: Touch.
Speed: Slow.

Hibernate

Level: 1

Allows a caster to slow his or his targets metabolism for a period of time. This will reduce the need for sustenance and slow the effects of toxins.

Duration: 1 Hour at 1st level, 1 Day at 2nd, 1 Week at 3rd and 1 Month at 4th. Saving Throw: N/A.
Range: Touch.
Speed: Slow.

Rejuvenate

Level: 1

Improves the health and vitality of living plants.

Duration: Permanent.
Saving Throw: N/A.
Range: 30' range, 3600 square foot area.
Speed: Slow.

Camouflage

Level: 2

When cast upon a person who is trying to hide in cover, it increases their natural chance to camouflage themselves by +50%, as long as the person remains motionless.

Duration: 2 minutes/level.
Saving Throw: N/A.
Range: Touch.
Speed: Slow.

Endure

Level: 2

As per the Bard WyrdeSong Everlast.

Duration: See Bard.
Saving Throw: See Bard.
Range: See Bard.
Speed: Slow.

Animal Semblance

Level: 2

The invocation allows the druid to take the shape of an animal no more than 75% larger or smaller than the himself. However, the druid receives none of the abilities or benefits of the creature—only the semblance.
Someone observing the animal created by this invocations has a chance of noticing "odd" mannerisms or behaviors which might make the observer realize the animal is suspect.

Duration: 1 hour/level.
Saving Throw: Spot hidden -30%.
Range: Self.
Speed: Slow.

Earth Bind

Level: 2

This invocation will cause small plants to hinder, trip, and entangle an opponent. All creatures man sized or smaller must save versus their Dexterity-Strength average on 4d6 or be hindered. If hindered, they attack at -2 To Hit, and their movements are slowed by 50%, for small opponents, and 25% for man sized ones.

Duration: 1 minute.
Saving Throw: See above.
Range: Thirty feet per 2 levels.
Speed: Medium.

Wind Wall

Level: 2

A druid casting this invocation can deflect most missiles smaller than a light ballista bolt. It also can disperse dust and poisonous clouds, scatter insects, and knock small birds to the ground. Items must successfully save versus crushing blows or creatures versus Magic to hit a person protected by this invocation. Natural 20 will still hit. The Windwall may be moved at a speed of a walking man. It covers a three wide by six feet tall/level of the caster and may be shaped.

Duration: 1 minute.
Saving Throw: 3x6 feet/level.
Range: 100' from caster.
Speed: Medium.

Succor

Level: 3

Causes all non intelligent animals within 150 square yards per level to come to aid of the druid and protect him. However, if the animal is seriously injured while rescuing the druid it must save versus Magic or flee.

Duration: 5 minutes.
Saving Throw: See above.
Range: 150 square yards/level.
Speed: Medium.

Rebirth

Level: 3

An item made from an once-living object (wood, leather, vellum, etc) will gruesomely return to a condition resembling its original animate state—wood would sprout leaves and roots and leak sap, leather would begin forming membranes, blood vessels and fat, and vellum would sprout wool, skin would creep across its surface, etc.

Duration: Permanent.
Saving Throw: N/A or save versus crushing blow if item is magicked. Range: 1 cubic foot of material/level. One item only.
Speed: Medium.

Atavism

Level: 3

This invocation strips away the veneer of domestication from animals and higher reasoning from humans, if they fail a save versus Magic. Target will act in a primal fashion.

Duration: Permanent with animals or 5 minutes for intelligent creatures.. Saving Throw: See above.
Range: 10 feet.
Speed: Medium.

Animal Bond

Level: 3

See Mage spell Find Familiar, except the druid receives no special powers from the animal except the ability to use its senses when within 100 yards of the animal. The druid may choose the animal bonded (as long as it would be present in the region where the choice is being made [see Find Familiar location table]). The animal's intelligence will increase (giving it the intelligence equivalent of a retarded adult human) and its longevity will be extended to the druid's life span. The druid and the affected animal will have the equivalent of a permanent speak with animals spell.

Duration: Permanent.
Saving Throw: N/A.
Range: 100 square miles.
Speed: 1 week.

Protection from Natural Weaponry

Level: 3

Recipients become virtually immune to natural weaponry—arrows will veer aside, wood hafted weapons will twist in the wielder's hands, stones will miss their target, etc. Any weapon which is wooden hafted but has a metal or non-natural head (arrows, quarrels, mace, axe, etc.) is at -4 to hit a person protected with this invocation.

Animals attacking the beneficiary of this protection, must save versus Magic or be unable to strike the person (though they can still attack). They may save again in one minute.

Duration: 1 minute/level.
Saving Throw: None and see above.
Range: Touch.
Speed: Medium.

Nature's Judgment

Level: 3

A druid uses this invocation to sever an individual from nature by placing discord into the individual’s bones. This invocation will lodge deep in the marrow and radiate discomfort, upset, anguish and woe to all animals nearby, causing them to fear and rebel against the recipient. It will last for 6 months.

Duration: 6 months.
Saving Throw: Normal.
Range: Touch
Speed: Slow.

Animal Form

Level: 3

A Druid may take on the form, with the abilities, of a natural animal. The druid must choose a specific form which is unchanging for the rest of the druid's life. For every odd level after 3rd, the druid may choose one additional form.

Duration: 15 minutes/level.
Saving Throw: N/A.
Range: Self.
Speed: Slow.
Druids do not actively proselytize.


Benefits from Level Increase

+1d8 evasion points + Dex/Fit bonus
+1 Magic
+1 Health
Roll to see if Wisdom increases

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License