Professional Documents
Culture Documents
Drui~
Robin
Contents
2
Introduction
4
CharacterConcepts
14
The PrestigeDruid
32
Tricks of theTrade
38
Druid Feats
43
Toolsof theTrade
49
Living Magic
58
The Life of a Druid
65
The Otherworld
73
Druid Magic
88
Pathsof the Shapeshifter
98
SacredGroves
117
Designer'sNotes
118
Index
121
Rules Summary
124
Druid CharacterSheet
128
OGL/D20 Licences
O. Duke
Credits
Editor
Paul Tucker
Interior Illustrations
Andrew Jordan,
Brent Chumley, Chad Sergesketter, Danilo
Moretti, David Esbri, Eric Bergeron, Fred
Rawles, Gillian Pearce, Jason Kerr, Marcio
Fiorito, Nathan Webb, Patricio Soler,
Reynaldo Batista, Rich Longmore, Sarwat
Chadda, Stephen Cook, Stephen Shepherd,
Tony Parker
Production Manager
Proof Reading
- Alexander Fennell
Lucya Szachnowski
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INTRODUCTION
INTRODUCTION
he strange
woman
apothecary,
magical
tending
her plants
properties
to her herbs
seemingly
that only
The
robed
figure
with
warrior
who
encroachment
these
powerful
powerful
individual
from
lesser
power
Quintessential
expand
in his own
right.
in the fantasy
Druid
is a sourcebook
detailing
calling
to all living
gasp
both
since
to
calling
the Druid
is most
and enigmatic.
that make
combat
misunderstood,
The class
greatly
drawn
as
of
for an interesting
prowess,
potent
wisdom.
woodland
The druid
glen
mystical
druid
mysterious,
spells
and a strange
can be at home
to the thick,
can be found
powerful
From
rolling
energies
forests
his world
in
than
any other
the tools
he needs
adventure
takes
that threatens
character,
to survive
him,
his plans
would
dare to claim
to greatly
Series
from
widen
planes,
from
himself
wand
left behind
the Druid
no matter
chance
to present
feats
and uses
the ingredients
advantage
centuries
mortal
are new
for every
will grow
of his
no other
of. There
and take
where
of his order.
becomes
to transfonn
himself
dragons.
for
of the great
before
by powerful
is a range
Mongoose
of
class
Publishing,
options
and
old character
energies
and inspires
all their
world,
a mysterious
realm
The druid
a direct
grove
will
to
learn
to
of
endeavours
from
or
in the
the place
of archdruids
beasts
domain
out a sacred
othelWorld,
living
versatile
in the mortal
which
the grand
druid
the entire
experienced
druid willleam
of and
the hierarchy
of his own circle,
hand
in the protection
and majesty
career,
types
search
magic
The mystery
racial
new
into
creatures
rewards
of nature.
overpowering
The Collector's
as seneschal.
he can learn
magical
of all living
creatures.
all designed
Slotting
seamlessly
each will provide
a
experienced,
etch
and perhaps
any
more
into vennin,
He will
and tend
the
to deal with
As the druid
peer
has at hand
or the ideals
New
his mastery
him powers
druid
and
of the archdruid,
the scenes.
mastery
to aspire
or the
whisperer,
of the wilderness
abilities,
his potions
awaken
the
those
a player's
to be druids
in the druid
for druid
the ranks
behind
items
Every
trees
creatures
to join
allowing
magic
wilderness
rich with
came
play
are presented
druid's
and magic,
taking
sourcebooks
from
expand
shape
even
the local
in the outer
protecting
but
as much
a complete
they
of
character
be given
of how
and
realms
druids.
as in the wilderness.
and celestial
thought
powerful
embraces
now
in the forest.
depicted
may
weapons,
classes
Using
classes
to rule quietly
will greatly
history.
Of all the character
dreamed.
and history
Prestige
fewer
the dawn
druids
new
and
into
to
at. The
order.
expanded
only
stands
dedicated
that
he once
background
as the most
the individuals
greatly
concepts,
and a
druid
do not understand
can only
to this solitary
The
of individuals,
others
which
of the oldest
setting
character
ever
before.
capabilities
All of
organisation
creatures
this class,
guardian
than
the
to end the
a member
and versatile
principles
at nothing
a better
DRUID
leading
of the druid,
all others
mysterious
reaping
stop
of civilisation
are examples
and most
apart
will
to create
to do a lot more
THE QUINTESSENTIAL
The
land's champion
to kingship.
The tribal guardian
tending
to the newest of civilisations
or the facepainted
a player
in her
invested
and wizened
allow
be able
possible
mysterious
old man out in the wilderness,
surrounded
by the ancient
stones built before there was human
civilisation.
necessarily
but he will
character
beyond.
in a completely
or unbalancing
the
Series will not
of the druid,
of his own
cannot
venture
and befriend
special
from
Druid
I"
level
There
and a million
as he reaps
relationship
The Quintessential
all the way
within
with
will take
the
the power
such
INTRODUCTION
.~.
"Nathalie
watched
'Nathalie.
Still
to register
the shopkeeper's
clutching
what
but deserted.
cheery
the apple
smile
melt
at.
Before
into,
. It was only
when
ththick vaporous
! rippling
waves
sky towards
over
the years.
turned
around.
It took
The tower
leant
over as though
had been
held
together
once
with
stared
straight
a moment
as a market
about
to topple.
mortar
seemed
past
was all
Its old
instead
vines.
mass.
flowed
slowly
tower.
What
Nathalie
away
that Nathalie
could
see it.
In the darkened
skY, clouds
had formed
into a
formation.
crawling
Thick
out the
the township.
"
The shopkeeper's
Nathalie
'No.'
elderly
stepped
shopkeeper.
Taking
toward
'Get
a few tentative
shoulder.
With
components
vanished.
with
the wizard's
toward
flick
slightly
tower
the tower,
of her wrist
A few more
as she spoke.
as she spoke.
blue
aura
With
hardly
Nathalie
and a small
steps
the hazy
sbook
'rhatis
not normal.'
She turned
back.toward
the
inside.'
steps
a quick
voice
and Nathalie
summoned
of arcane
reached
of mystic
begun
about
magic.
summoning
to mumble
the tower.
The/ower,
energy,
under
the herbs
her breath,
As she finished
the clouds,
the very
and olber
calling
the mumbled
air seemed
around
forth
the power
words,
to crackle
her
spell
to
her vision
with.hidden
energies.
I 'Foolish
!within
old man.'
her body.
I evaporated
The eagle
into a flurry
to the air.
any effort
rose
offeathers.
With
at all, Nathalie
surrendered
a flutter
of her wings,
her physical
Her eyesg/owed
of her body
her body
caught
fonn
a deep
give
to the spirit
the thennals
and rose
ease
toward
of the wing
.
With
one look
not urged
window
and landed
incandescent
The
at the dark
it onwar<L
light
sinister
wizard,
shape
depth,
Concentrating,
solidity
Nathalie
the shadow
outward
toward
a terrible
humanoid
form,
dominated
another
through
long
hand
that
that
'I wouldo't
toward
a dark
hand
forced
in gold
a dark
gold
Nathalie
Nathaliejumped
to Nathalie's
and silver,
robes,
reeled
up toward
shadows.
Waves
arcane
against
Had Nathalie
the highest
of brilliant
sight.
the aged
lay sprawled
the surface.
the window
dark stone
out over
the darkness
testing
through
floors.
The
outside
the
on an unnatural
in layers
light
and lightness
She watched
the mystical
the barrier
cloaked
Feathers
frame,
of the pentagram.
barrier
that peered
in from
retreated
designed
shape
completely
the open
as she spoke.
into her
up on the sill.
an arm of inky
intervened.
down
in terror.
soured
animate!
beneath
in the faint
mind
body
the pentagram,
tentatively
limbs
before
Inside
against
its way
sinuous
violet
seemed...
down
hand
only
fragile
its small
eyes peered
in dark
the edge
clawed
feet, terrible
glowed
back
leaning
the eagle's
Instea<L
visible
his staff.
eyes
the eagle
golden
sparkling
dressed
to the eagle's
by eyes
hair
self again,
the wizard,
hoofed
glowed,
slowly
the tower,
and fled.
Its wide
still clutching
forced
move
turned
the darkness,
silver
watched
With
with
beyond
have
on the sill.
streamed
his claw-like
a strange
body
gently
forming
would
of the pentagram
an old man
pentagram,
clouds
the bird
to contain
seemed
covered
Window.
Nathalie
blackness
to melt
with
The
reach
it.
took
CHARACTER CONCEPTS
of the druid
CHARACTER
CONCEPTS
with
only
allows
They
in the forests
animals
the druid
to develop
with
seem
strange
a very
it is often
particular
cleric,
race
nature
the path
away
time
his strong
to becoming
tundra
of it, it can
a member
fighter
destined
order
must
travel
response
human
leave
to become
to a deep
spiritual
has no choice
home
as punishment
born
home
calling.
ofthe
description
gives
character.
These
ideas
a small
capabilities,
role-playing
bonus
and
each
tips
of the template
Anyone
character
character
as it is being
penalties
are applied,
and a
in action.
and
the character
character
concept
should
an effect
exiled
Many
influencing
from
come,
are even
into
existence
concepts
account
into
since
features
The
account
many
for the
may
for many
Always
outlined
the
to play.
have
can develop,
ways.
tool,
and
descriptions
is ready
the character
in small
as a roleplaying
to a
bonuses
be taken
class-based
if only
character
to take
character's
the
but to live by
adjusted
on how
be applied
The listed
any role-playing
and then
rest ofthe
Sometimes
may
created.
modified
this is in
being
no choice
druid
concept
template
in the city and
Sometimes
in the matter,
concept
complete
In
of templates
of background
as providing
character's
character
Publishing.
a selection
source
As well
to a druid
of The Collector's
to any druid
a rich
is not immediately
a member
his comfortable
provide
of a
or even
obvious.
A human
Mongoose
how
a druid
penalty
This
idea
from
will discover
for a character.
personal
for a character
you
the options
are a core
be applied
templates
for companionship.
to be a rogue,
concepts
that might
from
meditating
and expand
characters.
of sourcebooks
this chapter,
way
came
Character
easy to imagine
character
to starting
Series
lives
their
and plants
relationship
While
of their
spend
available
levels
in this chapter
allowing
to
remember,
players
the
are meant
and Garnes
Masters
to fill out a character's
personality
and history
they are not meant solely as a means of acquiring
new abilities.
CHILD
OF THE WILD
In worlds where
the cities
wilderness
untamed
beyond
rages
between
civilised
areas
handful
of druids,
bards,
barbarians
when
they
dare
to travel
and,
and arduous.
lifetime
Often
affairs
they
leave
alone
them
and,
travel
Except
and rangers,
these journeys
knew
walls,
can be dangerous.
everything
and the
their
for a
few
are long
are once-in-a-
families
when
away
things
in the wilderness.
from
go wrong,
or
another,
the child of the wild was left alone, without
any to help him, while still a child.
He wandered
for
days
in search
trace
of them
for what
there
it was.
are many
animals
herds
of horses
or father
he found
such
as feral.
simply
being
Wolves,
have
all been
Often,
fragile
and found
he refused
children
of children
the centuries.
offspring
known
a mother
die but
taken
apes
no
to see
in by
and even
to take
children
who
recently
to the horrors
of the wild
in the child.
By the time
the child
druid
he is already
order,
wilderness.
trace
Often,
myths
and raised
in down
takes
of his mother
or what
From
of the wild
is discovered
proficient
his 'parents',
at living
he has learnt
by the
in the
to hunt or
CHARACTER
CONCEPTS
CITY DWELLER
Standing far from their walls, the druids watch the
cities spawn across the land, devouring all in their
paths. Forests and great tundra fall to farmland and
grazing. Farms and grazing herds falls to hamlets, then
villages, than townships and finally the vast sprawling
metropolis and, somewhere beneath the stone and
hustling crowds, the power of nature calls out to be
released from its tomb. For many druids, they can only
weep at the passage of progress but, for some, that
CHARACTER CONCEPTS
Adventuring: A city dwelleroftenhascrusadesto
OAK BROTHER
CHARACTER
CONCEPTS
Initiate: DefensiveWhirl
The oakheart style teaches its initiates that just staying
alive in battle is more important than winning and its
basic lessons centre around blocking attacks, not
striking. They learn to maximise their efforts when
concentrating on defence, allowing them time to
retreat or wear out their enemies.
Journeyman:
Foot Sweep
The oakheart style dictates any advantage must be
taken, even ifit is considered a dirty trick. This stems
from the fact that peasants are often completely
outclassed in terms of equipment when they give
battle. Journeymen of the oakheart style learn that an
enemy on his back is an easy target and the
quarterstaff is an excellent tool to send a foe to the
ground.
CHARACTER CONCEPTS
f
Prerequisites:CombatReflexes,ImprovedTrip,
OLLAVE
Druids often scoff at clerics for spending far too much
time catering to tbe whims of people and the divine
powers. Druids,like wizards, prefer to draw tbeir
power 1T0man immediate source and tbey claim to
botb understand their magic and to have complete
control over it. No supreme power can ever take a
druid's spells 1T0mher (unless you count tbe druid
order). The ollave, tbough, has found people who
need his spiritual guidance and, where no cleric has
come to their aid, he has taken up tbe burden of
administering to tbese faitbful.
CHARACTER
RESCUED
CONCEPTS
SOUL
CHARACTER
CONCEPTS
e'o t"
preservation
unnatural,
op erm
against
the ravages
es
of all knowledge,
te ourse yes 0 t e
'"both natural and
of time.
millennia,
these
In an order
ancient
stones
stand as a testament
to the wisdom
of druids long
i
knuwledgeand
. since past and as a recordaftheir
prophesies.
Sa that this wisdom
might be usedto
.
afafeguard
stones
From
. Text
the order
remember
the Ancient
preserved
and
what
to further
its goals,
no one man
or woman
Stones,
and
a collected
copiedhy
work
these
can.
of Ogham
the philosopher
eireles.
NATURE'S PHILOSOPHER
Druids pride themselves on having a very strong
connection to worldly affairs. Unlike clerics, with
which they are often confused, they do not spend their
time contemplating the heavens but rather the very
real effects of nature and their own personal
10
CHARACTER
CONCEPTS
UNREBUKED
Not all druids recognise the druid order or their
place within it. The detached methods of
initiation used by the order lend themselves to
making newcomers feel unwelcome. Though
most druids simply do not care whether they
are official members of the druid order or not,
simply going about their private meditations
alone, some druids actively reject the concept
of the druid order, refusing to learn its methods
and traditions and instead developing their
own very unique connection with nature.
The individuals do not face prosecution by the
druid order. Many will take aspirants under
their wings as they grow in power and the
archdruids know from history that these druids
will almost certainly return to them in time,
bringing with them new powers, ideals and
philosophies to add to the rich tapestry of the
order. Often, after many years of rejecting them
as an institution stifling to the development of
each druid, the unrebuked with learn the error
of his ways and realise the druid order is very
11
CHARACTER
as a whole
it may
CONCEPTS
and, though
find it needs
the order
to defend
does
itself
not reject
from
them,
became
them.
druids
has taken
to travelling
and dedication
Eventually,
an unrebuked
is still fashioned
point, the druid
own
collection
his own
will
learn
by the order
will probably
of spell
much
of his power
formula
and to start
inclination
At this
his
weaving
that no circle
to take
useful
learning
of the world
back
to them
the order
but they
actively
do not reject
weapon
limitations
rejects
him.
but must
on metal
the power
of
most
The umebuked
languages
The umebuked
much
still abide
the road,
by the
find it difficult
to weave
access
distant
learning
this information
If he does
learns
the language
and will
The unrebuked
does
spells.
to any druid
not do
druid
there
early
DRUID
careers,
long journeys,
druid
circles
all they
many
relaying
and soaking
can about
this is a terrible
chore,
enough
but for others,
druids
to
between
up the environment,
the wilderness.
order
Ifhe
often
mistaken
well
although
it ends quickly
these journeys
are why they
than
the
of
a good
meal
Though
more
the wandering
to investigate
some
druid
they
plague,
be important
to travel
the
bards.
He is
mischievous
wanderer.
the wandering
druid
open
lives
are likely
not mind
piece
a bard,
wandering
as any other
roots,
as an
or a new
storytellers.
For some,
adventure
as a whole.
The
roads.
and travelling
between
or anything
the
He spends
druids
at his destination.
not hesitate
Roleplaying:
are expected
messages
other
story
way
respect
ruins
is perhaps
and stories
every
to the journey
will
ancient
sees
another
dedicated
feats.
from
for a new
and welcome
druid
messages
The druid
to the druid
During
He is
and
away
carrying
information,
Ogham.
he never
WANDERING
undertake
and relaying
The wandering
of his time
groves.
armour.
must
to learn
felt the
his ventures.
as he is, collecting
like to adventure
opportunity
bonus
from
druid
abandon
to them.
Adventuring:
The umebuked
Penalty:
such
spells.
Benefits:
druids'
with
has ever
him away
far more
The wandering
the roads
can be very
of others.
and friendly
lonely,
thirsting
He is often
with
as
very
all he meets
and
I will
The wandering
advantages.
The
as a wandering
comes
with
druid
a certain
will be welcome
member
druid,
Ifthere
druid
groves
likely
across
Penalties:
The wandering
He has no circle
penaltY
welcome.
to being
known
This
though
is any benefit
his own.
he is always
of respect
a reputation
order.
he will be welcome
it is that he will
several
12
degree
and,
have
the druidic
in any grove
a few days,
longer.
has no specific
will often
among
of the circle
to stay
druid
character
to being
know
to stay
any
a wandering
the location
of
the country.
druid
has no home
and no sacred
Other
than
this,
as a wandering
grove
there
druid.
to call
where
is no
CHARACTER CONCEPTS
''~mm"
i 'Fragile
mortaL
istared
back
Do not interfere,in
at Nathalie.
this...'
The dark
gold eyes
flickered
down
toward
tltewizard
before
the fiend
'Who
'
the one that clears
'I'm
I belong
here,
demon.
up after
fools like
I will allow
him.'
Nathalie
smiled
wickedly
on the floor.
do not
'You
you to leave.'
iJ
,JThe
laughter
would
was
have
been
chilling.
Were
terrified
include.
Nathalie
found
herself
at the sound.
the creatUre
staring
into
Isharpness
of half-hidden
'You
are no sorcerer.'
What
presumption
stumbled
Unwilling
toward
with
suspiciously
i the
brilliant
warm
Iwood
burst
cutting
deep
gave
upon
the power
memory
lasted
and vapours,
'Take
him.
wait
to watch
of brillianned.
say she
of humour
Threateningly,
growl
reached
filling
'Nathalie
might
passed,
the demon
toward
extended
sligittly
Her own
array
massive
tlte fiend.
Thoms
effort.
body
it.
personal
of possibilities.
disturbed
you without
thefloorbeltind
around
crush
The creature's
into herself.
could
'I
along
into a myriad
the space
was only
noisily
deep
her, uncoiled
and spat
as it spoke.
and walls,
cry of pain
was
only
by its laugitter
honestly
sense
energies,
The creature's
around
loan
her spirit.
instant,
sparkled
eyes
She felt
great
tnmks
of
in the moonlight,
by the skin'hendency
to heal
as quickly
it.
again
Nathalie
its chain
her hands
flesh.
threaten
Nathalie
all abOut
of her spell
off a terrific
moment,
mists
the floors
damaged
reached
beads
could
this creature's
Was a controlled
would
as it spoke,
energies
The demon
,Nathalie
voice
as she moved
from
consumed
Purposefully,
that you
Nathalie
energies
forth
as the thorns
ideep
thee
the living
:narrowed
completely
The creature's
,interwoven
presurnption"l'Iathalie
wltat perversions
barbs.
possesses
forward
to think
seemed
at the creamre's
Sheltated
and when
threw
itself
itfaded,
outside.'
its charge
found
herself
force
adversary
Nathalie
pointed
Even
the thorns
the elemental
outside.
out througit
time,
of the Dangrene
at Nathalie's
carry
lashed
This
so often
precipice
square...
the elemental
its chain
her.
sheJtad
on thehigltest
an instant
To the market
within
and storms
alone
it almost
and then
deep
exposed
to inlhe
Mountains
again,
had taken
at the wizard
Nathalie.
plans
stretched
the demon
Ducking,
her, drawing
wilderness.
listening
forrnbeforeher.
as she watched,
toward
For a
to the air.
A roaring
The
cloud
of
of air.
its way
through
her thorns.
'HE
IS MINE.'
The Demon
roared
as ittoreits
way
through
the thorn.
'Your
soul is mine
fingers,
the eagle
She jumped
she surrounded
was back
Nathalie called the flames to her hand and could only smile at the creatUre's reaction.
She jumped
clear
as the demon's
it in a burning
gracefolly
inferno
back
chain
of flame
the writhing
swung
and jumped
to the ground.
13
flames
out toward
toward
her again
Iter opponent.
and, with
Before
They
a small
hit
twisting
of
THE PRESTIGE
DRUID
he druidic
Druids,
organisation
already
that divisions
combat
offensive
of special
to specialise
completely
nature.
and healing
abilities,
Over
abilities,
including
the centuries,
thrives.
The
druid
of abilities.
sound
spells
classes
found
it is
fonn
inner
circles
might
Beast
whisperers
and
advance
later
in
they
meet
circles
of sufficient
can be found
The archdruid
been
have
animal
those
classes
order.
that controls
initiated
the order
learnt
from
to avenge
almost
in almost
Every
any
all
grove
progresses
the spirit
of the
the shadows.
to befriend
so long as man
destroying
into one
and,
wildemess,
have
needs
across
there
will
the
be
of nature.
including
and a broad
druids
behind
its defenders
class
Druids
magic
a limited
some
order,
a druid
prestige
the druid
old circle
can be found
as the druid
in which
following
throughout
In an
range
While
of shape-
have
their abilities
or have manifested
new ways of drawing
on the power
The prestige
The
and pervasive.
of another,
occur.
reasonable
shifting.
is ancient
that nature
inevitable
both
order
in one fonn
anywhere
ways
her career.
any character
classes,
chosen
druids
provided
can take
Rangers
of
make
use of these
prestige
full advantage
are most
likely
Other
classes
the druid.
in this chapter
could
they
of their
to take
only
special
to these
abilities.
classes
after
difficult
ARCHDRUID
Very few ever venture
near
a sacred
circle
of druids.
ten to as many
as a fonn
beyond
enlightened
This
are familiar
circles,
circles
retreat
Though
they
the
members
These
Ccrcle
collecting
lesser
circles
travel
quickly
circle
of
much
where
time
about
circle
grove
they
recognised
for a solitary
infonnation
to the true
from
of any recognised
of their
and advising
and been
These
sometimes
Archdruids
as
druid
druid.
travelling
the
the workings
Leaders.
through
Able
of
to
the
most archdruids
do not feel the need to
meet with the other members
of their circle.
this is only
druids,
done
these
Hit Dice:
d8
during
wise
awarded
unequalled
among all druids.
14
Only
and archdruids,
circles.
druids,
Among
few
actual
at all.
that bind
individuals
Usually,
these
circles.
druids
otherworld,
physically
the truth;
which
exist
less
to act
and their
circles
chains
world,
appear
together.
An archdruid
initiated
with
of powerful
believe
composed
For those
in size from
They
is far from
circles
of the regional
are aware
vary
and many
all druids.
the regional
leaders
Circles
as a hundred.
of church
encompass
grove.
of druids or stealth,
they
into the workings
ofa
a solstice
or equinox.
and mysterious
respect.
Their
figures
word
is law
are
THE PRESTIGE
DRUID
Requirements
To become an archdruid, a character must fulfil the
following criteria:
Diplomacy: 10 ranks.
Knowledge (Nature): 18 ranks.
Feats: Skill Focus (diplomacy).
Spells: The character must be able to cast 6" level
druid spells.
Sacred Grove: The character must have a link, or have
had a link to a sacred grove in the past year.
Special: Must be initiated into an inner circle by a
current member. Most members of the inner circles
have at least one level in this prestige class, allowing
them quickly travel to their true grove for circle
meetings. Decisions for initiating a new member must
be discussed with the group and are traditionally dealt
with during the summer solstice. See Chapter 7: The
Life of a Druid for details on how a character might be
initiated into an inner circle.
Class Skills
The archdruid's class skill (and the key ability for each
skill) are Animal Empathy (Cha, exclusive skill), Bluff
(Cha), Concentration (Can), Craft (Int), Diplomacy
(Cha), Disguise (Cha), Handle Animal (Cha), Heal
(Wis), Intuit Direction (Wis), Knowledge (nature) (Int),
Profession (Wis), Scry (Int, exclusive skill), Spellcraft
(Int), Swim (Str) and Wilderness Lore (Wis). See
chapter 4 in Core Rulebook I for skill descriptions.
Class Features
The following are all the class features of the archdruid
prestige class:
15
r"ih
5"
Attack
Bonus
+0
-1'.1;
+2
+~
+3
Fort
Save
+0
+0
+I
Ref
Save
+0
ctO
+1
"-',
"-'1~"'"
+1
+1
Will
Save
+2
:j<j
+3
+4
S edal
TrueGrove,Archdruid's Staff
Masters.~reeaom
Nature'sPresence
Sells
rda
+I druid level
W;od"""nf..theCWild
\lildn,;iLlp",,1
Onewith Nature
+1 druid level
+I druid level
Requirements
To become a beast whisperer, a character must fulfil the
following criteria:
Animal Empathy: 10 ranks.
HandleAnimal:
10 ranks.
Feats: Companion Focus.
Spells: The ability to cast animal friendship.
castcommune
'>'.1:ttnllcf:levei:
Class Skills
The beast whisperer's class skills (and the key ability
for each skill) are Animal Empathy (Cha, exclusive
skill), Climb (Str), Handle Animal (Cha), Heal (Wis),
Hide (Dex), Intuit Direction (Wis), Knowledge (nature)
(Int), Jump (Str), Listen (Wis), Spellcraft (Int), Spot
(Wis), Swim (Str) and wilderness lore (Wis). See
chapter 4 in Core Rulebook I for skill descriptions.
BEAST WHISPERER
In many ways, the druids' ability to speak to animals,
plants and beasts is the cornerstone of their power.
From the sacred groves to lone druids deep in the
wilderness, animal companions aid and protect the
druids. When the druid order needs to call on a lot of
animal assistance, they use the services of a beast
whisperer. Any animal that sets eyes on the beast
whisperer is immediately subject to his incredible
animal charms. The beast whisperer has refined his
ability to bemend other creatures until animals, small
and large, surround him. Many are merely enthralled
by his presence; given the opportunity, they will break
Class Features
The following are all the class features of the beast
whisperer prestige class:
his spell and make their way back into the wilderness.
Others are his true and tested friends, his companions
for life.
Hit Dice: d8
16
BeastWhisperer
S eelal
Gaze of the Beast
"'3"
14~
5oh
...,
+2
'l'j
+3
':>Dea1CWttJ1;/\DffI'\1flB
'Ft
+1
+1
+3
-'Ff
+1
ct"I
+4
Beast Affinity
lUSI>treMlllnt
Howl of the Wolf
17
x~
x4
'x..~
x6
Hit Dice: d6
Requirements
To become a dreamer, a character must fulfil the
following criteria:
DREAMER
There is a world beyond the senses of normal men and
women, a place fuelled and spun from the energy of
life, where fairies fly, Irees can talk and rivers of
magical energy flow across and through the land. This
is the place from whence many sprites, dryads,
nymphs, nixies and pixies come, a place where the
satyr's pipes still sound through the hills and where
the druid can find true peace. In the otherworld, the
cities of men are but fragile shadows and the ancient
groves are places of unrivalled power. This place is
the source of the druid's power, a world where his
magic has no rivals, from whence all druidic powers
are spun.
Class Skills
The class skills of the dreamer (and the key ability for
eachskill) areClimb (Sir), Concentration(Con), Craft
(Int), Diplomacy (Cha), Intuit Direction (Wis), Jump
(Sir), Knowledge (nature) (Int), Knowledge
(otherworld) (Int), Profession (Wis), Scry(lnt, exclusive
skill), Spellcraft (Int), Tumble (Dex) and Swim (Str).
See chapter 4 in Core Rutebook I for skill descriptions.
Class Features
The following are all the class features of the dreamer
prestige class:
Weapon and Armour Proficiency: The dreamer gains
no proficiency with any weapon or armour. The
character must abide by the normal druid strictures
against the use of certain weapons and armour once he
takes this prestige class.
Spells Per Day: When a new dreamer level is gained,
the player gains new spells per day as if he had also
gained a level in the druid class. He does not,
however, gain any other benefits a druid would have
gained. This essentially means the player must add his
dreamer level and druid level together before
calculating spells per day and caster level. If the
player was not a member of the druid class before
becoming a dreamer, he may now cast spells as a druid
of his dreamer class level.
Otherworld Lore: The dreamer has a small chance of
having heard of any realm or place in the otherworld.
18
THE PRESTIGE
The dreamer can make a Wisdom check using his
levels in this class as a bonus (DC 25). The Games
Master can make this check more difficult if he feels
the place is particularly secret or elusive. Ifthe
dreamer makes the check, he knows where to find the
place and can attempt to journey to the place though
he suffers a 1010penalty to the Will saving throw.
GROVE
DRUID
DEFENDER
Otherworld
Requirements
To become a grove defender, a character must fulfil the
following criteria:
Will Saving Throw: 5+.
Animal Empathy: 4 ranks.
Knowledge (nature): 8 ranks.
Feats: Iron Will, Toughness.
Spells: The character must be able to cast druid spells.
Special: The grove defender must receive the blessing
of the grove's seneschal before he can bond with the
grove. If the defender fails to gain this blessing, the
seneschal can sever his bond at any time, causing the
character to lose the features of this class.
Class skills
The class skills of the grove defender (and the key
ability for each skill) are Animal Empathy (Cha),
Climb (Sir), Concentration (Con), Craft (Int), Handle
Animal (Cha), Heal (Wis), Hide (Dex),lntuit Direction
Dreamer
Class
Level
~-3"
Base
Attack
+0
+1
+2
r:iti:-~."""
5ili
+3
+0
+I
.1.1
+1
I"
fj
fj
+3
~
+3
+il
+4
+4
. .
Special
OtherworldPassageI, OtherworldLore
Spellsper day
+1 druid level
';S!jlJ'jrGi!iUe::5wimY"rravellea
Traceless passar
R...i"'.N'!Jl(~s
,"""
Otherworld PassageII
19
-hl~
+ I druid level
THE PRESTIGE
DRUID
may
take
one weapon
be sanctified.
weapon
penalties
so. A weapon
ever
defender's
have
was
Per
gained,
engaged
Day:
a level
gain
any other
This
(Int),
(Dex)
(Dex),
and Wilderness
Core
Rulebook
Skill
Points
Profession
Spot (Wis),
Lore
I for skill
at Each
(Wis),
Swim
(Wis).
(Str),
becoming
spells
as a druid
See chapter
Level:
when
ritual
in which
4 in
ClassFeatures
defender
prestige
Weapon
and Armour
receives
martial
one weapon
calling.
or exotic
he chooses
In addition
Grove Defender
"-\tack:
Bonus
I Level
-"'+0-
r-:::n.
5"
+2
+3
weapon
when
A grove
proficiency
he first takes
to the proficiency,
Every
in any
+2.
to the
+4
-c:f-l
+1
grove,
month,
A grove
his grove
the character
tort""""Ref~Wm
Save Save Save
+2
-:;:r-+o
~!:L
--'T,;.
+3
+1
+3
+d..
who
grove
be healed
chosen
defender
~
+4
20
class.
level
must
defender
he fasts
Many
work
now cast
a particular
requires
and meditates
a five day
within
of the grove
within
If
class
level.
binds
This
add
level.
he may
defender
not,
have
together
of the druid
the class.
is
He does
would
the character
defender,
A grove
with
a sacred
the
defender
or near
the grove
will
spends
must
grove.
will weaken
his chosen
15) or suffer
only
Proficiency:
a grove
only
level
of his grove
the defender
from
chosen
of the grove
class:
I Class
I"
~-"'i.
3"
features
one of
defender
or
the
per day as if he
a druid
and druid
spells
he joins
abilities
Firstly,
4 + Int Modifier.
a service
defender
spells
means
of the grove.
spiritual
away
The following
Grove:
grove
defender's
description.
descriptions.
grove
new
before
special
Ride
require
by
another
not befitting
benefits
level
calculating
boundary
Use Rope
as provided
in the druid
essentially
defender
Chosen
Silently
may
a new
gains
gained
the character
Search
When
however,
before
Move
use
will
to provide
in activities
had also
his grove
(Dex),
weapon,
the character
gained.
(Wis),
and he cannot
The character
to get them
The circle
if they
he
own.
Spells
Listen
one sanctified
he lose his.
their
alone
weapon.
defender
for doing
grove
atonement
(Int),
as a druid.
suffers
should
(Nature)
oaths
weapon,
his circle,
Knowledge
his spiritual
to
use an unsanctified
only
(Str),
breaking
without
to his circle
the character
another
Jump
type
may
Should
is sanctified
(Wis),
of the same
The character
grove
more
make
Id4 points
while
whether
one month
a Fortitude
within
This
the boundaries
naturally,
weaken
who
spends
throw
damage
die.
(DC
can
of the
means.
increases
and eventually
his
throw
or by magical
from
saving
of damage.
remains
The grove
by
from
Requirements
To become a master ofthe hunt, a character must fulfil
the fonowing criteria:
Class Skills
The master of the hunt's class skills (and the key
ability for each skill) are Animal Empathy (Cha,
exclusive skill), Concentration (Con), Craft (Int),
Handle Animal (Cha), Profession (Wis), Swim (Str) and
Wilderness Lore (Wis). See chapter 4 in Core
Ru/ebook I for skill descriptions.
MASTER
OF THE HUNT
Class Features
21
DRUID
THE PRESTIGE
generally
left to their
the inner
circles
SpeDs
Per
study
Day:
magic,
Starting
thereafter,
would
adds
have
If the character
class
before
abilities
hunt
level.
Similar
a special
hunt
must
his
pace
a level
gain
of the hunt
than
in the druid
any other
levels
before
of
to which
first befriend
(rounding
calculating
a master
of a druid
benefits
in effects
to a paladin,
steed
continues
The character,
levels
becoming
the casting
Mouut:
gained
gained.
day.
hunt
at a slower
not, however,
to his druid
class
to
down)
ofthe
though
he had also
He does
druid
but answerable
at
the master
day as though
class.
devices
The master
of druidic
his fellows.
own
none-the-Iess.
spells
per
of the druid
the master
of the hunt
he is bound.
The master
this creature
using
has
ofthe
animal
friendship.
Unlike paladins,
masters
of the hunt prefer
stags to horses as their beasts of choice but may use
any creature
ranks
for which
or higher.
master
Once
of the hunt
they
have
the animal
simply
the Ride
skill
at 8
is befriended,
declares
the
the creature
to be
his mount.
The huntsman's
still counts
companions.
benefits
Proficiency:
The master
of the
treat
hunt is proficient
with all simple weapons.
In
addition,
his sacred oaths to the druids allow him to
use any weapon
wood
manufactured
in addition
quanerstaffs,
to clubs,
scimitars,
They
form
order
a special
animal
dans,
bone
even
group
oflhe
if they
within
and slings.
hunt are
have
a magical
Hit Dice
the creature
in the table
gains
but
the
below.
it as a mount
beast
for animal
of a lower
level
master
a level drain,
of the hunt.
Bonus Hit Dice: These are extra eight sided (d8) Hit
Dice, each of which gains a Constitution
modifier,
as
or
longspears,
sportspears
All masters
of the druid
levels.
dagger,
sickles,
Druidic Membership:
members
from
becomes
his maximum
In addition,
outlined
Huntsman's
Weapon and Armour
mount
against
no druid
normal.
Remember
that extra
Hit Dice
mount's
base
and base
save bonuses.
Natural
Armour:
attack
The number
the order
represents
the preternatural
improve
the
listed here is an
Armour
Class.
It
of a huntsman's
toughness
mount.
Master
Class
ofthe Hunt
--
I Level
I"
I.l:.3"
z-..-_7-Et:
5"
A'rt;;ck
Fort
RrWnT
B,,2nus
~ve
+2
8.!,\le Save
+0
+0
+0
+3
Special
Druidic Membership, Mount,
Hunting Fever I / day
Track:.In$JiIfCHunt
'tL.-:!!f +0.
+1
-+.L
+2
+3
+1
- '11
+4
+"1'
+1
+\..
+1
- - -
- --
Huntin~eve~~~
~Ii.
'iiIL.T
CQI.
--
..
SpeDsperdaY.
+1 drulil level
- _+1auij[JeW=:
THE
Huntsman's
Mount
Cbaraeter
Bonus
Str
lID
Armour
Adi,
Jot
+2
+1
+4
- -ImJlroved Evasion
+2
6
:Z
+6
.~
8
10
+3
...4
8
jj~
Walk on Air
Snell Resiirtallcc::::1
6Level
5-7
lJ! -1.0
II
- 14
U.s.- 20
that.
prey
Natural
Sl!eciai
--
modifier
to the mount's
Strength
score.
The mount's
Improved
attack
Intelligence
Evasion:
If the mount
that normally
half damage,
saving
allows
it takes
successful
saving
throw
score.
is subject
a Reflex
no damage
throw
fails.
if it makes
Improved
extraordinary
ability.
Walk
The master
throw
Evasion
and +2d8
for
even
as though
20 minutes
per caster
level.
can function
multiple
daily limit) with each
minute
ofuse.
activate
it and
touches
ground.
his mount
skill
it stops
once
level
intuitively
with
Hunting
+ caster
while
him
fuelling
needed
on the Hunting
during
time
which
Fever
and, during
like
both
Fever,
Calling
make
make
at least
Fever
to focus
is equal
the
a caster
equal
to the
the huntsman
he must
requires
be able
some
this round,
with
down.
must
takes
To call
be able
to
concentration
the huntsman
checks
to the
on his
the creature
on the Fever
concentration
is unique
completely
himself
to bring
resistance
must
the
the ability.
+ 5. To affect
level)
The Hunting
allowing
the ferocity
to train
resistance.
Fever:
huntsman,
spell
level
The
to muster
may
as though
need
using
to
a spell-
ability.
his horn.
initial
This
it to be affected
at the huntsman's
character
round,
alerts
plus
the huntsman
the creature
as though
level.
an addition
must
to the hunt,
by afear
This
spell
effect
IdlO
cast
lasts for
rounds
the Hunting
Fever,
The
penalty
to his armour
attacks
him other
and Expertise
develops
it acquires
a spellcaster
(ld20
spell
not need
The mount
The mount's
to
the mount
does
when
character
a spell,
check
quarry
huntsman
Resistance:
mount's
operating
his abilities
effectively
prey while in the Fever.
ability
It is a free action
to the huntsman's
mount
supernatural
Hit Dice.
The
required
Spell
This
+20 modifier
the huntsman's
companions
within
bonus
to their
These
+ 10
bonus
movement
extra
line
to Strength
rate
Hit Dice
the creatures
are
to abandon
the huntsman.
Finally, the huntsman's
mount (only)
may use the master of the
hunt's base saving throws,
its own, whichever
are higher.
if the
is an
During
on Air:
function
In addition,
animal
a +4 circumstantial
to their
temporary
receives
a +4
and Dexterity,
throw.
and Dexterity,
to an
saving
huntsman
to Strength
bonus
receive
to the
(minimum:
one minute).
So
long as the Fever lasts, the
to his movement
of sight
equal
huntsman's
Constitution
modifier
have passed
Int:
DRUID
of minutes
circumstantial
Str Adj.:
PRESTIGE
after
23
feats,
finds
must
against
his chosen
chase
it difficult
against
anyone
He suffers a
class
than
the huntsman
huntsman
other
to use
than
his
-4 circumstance
any creature
that
prey.
similar
or
The Dodge
feats,
are
NATURE'S
AVENGER
Requirements
To become a nature's avenger, a character must fulfil
the following criteria:
Alignment: Neutral Evil.
Concentration: 8 ranks
Spells: The ability to cast 4" level druid spells.
Wild Shape: The character must have a wild shape
ability.
24
-~+3
"'1J
-~I
+1
+1
-......
;t'(J
~edaJ
ow Claws
+3
+1
~1o"mroTKJIIre'I'
t'aav
Martyr's devotion
+4
"'f
+1
Soffit ot Ra~e2;ra""
Condemnation
'I':j
Class Skills
S~
+
I eve
iliUlU level
""I
+1 druid level
+J dnlii:l le",,1
+1 druid level
nature'savengercanusebear'sfury
asa spell-like
Class Features
verbalcomponent,soa silence
25
NOBLE
DRUID
Requirements
To become a noble druid, a character must fulfil the
following criteria:
Diplomacy: 13 ranks
Knowledge (nature): 10 ranks
Feats: Leadership
level
Spells: The character must be able to cast
5'"
spells as a druid.
Special: The character must have recognised authority
within a city, state or nation. A character with levels in
the aristocrat or noble class (see Power Classes IV:
Noble by Mongoose Publishing) does not have to
fulfil this requirement.
Class Skills
The noble druid class skills (and the key ability for
each skill) are Bluff(Cha), Concentration (Con), Craft
(Int), Diplomacy (Cha), Gather Information (Cha),
Handle Animal (Cha), Knowledge (nature) (Int),
Knowledge (nobility and royalty) (Int), Knowledge
(religion) (Int), Profession (Wis), Read Lips (Int,
exclusive skill), Ride (Dex), Scry (Int, exclusive skill),
Sense Motive (Wis), Speak Language, Spellcraft (Int)
and Wilderness Lore (Wis). See chapter 4 in Core
Rulebook I for skill descriptions.
Skill Points at Each Level: 4 + Int modifier.
Class Features
The following are all the class features of the noble
druid prestige class:
Weapon and Armour Proficiency: The noble druid
receives no additional proficiency with any armour,
weapon or shield. The character must abide by the
normal druid restrictions with regard to what types of
weapon and armour he can use.
Spells Per Day: The noble druid continues his study
of druidic magic. When a new noble druid level is
gained, the character gains new spells per day as
though he had also gained a level in his druid class.
He does not, however, gain any other benefits a
character of the druid class would have gained. This
26
THE PRESTIGE
Noble Druid
A:llacl<
Bonus
+0
I"
~Iass
Level
1'23"
HIm
5"
'1'1
+1
-'f'T
+2
...!L.
+3
"'"
+1
"">
~
+4
+.r
+1
'f4:
+4
+3
Special
Dual Life
alia J$ona
Foundations of Spirit
lDYOIcetIlel:ilJtnt
Speakerfor theLand
DRUID
27
of Speaker
of the Land
Requirements
and
one day.
To become
a tree dancer,
following
TREE
dancing
respected
traditions
in
a tree,
in any shape
moment
he desires.
items
of incredible
beauty.
can produce
intricate
he can convince
magical
trees
energies
he can even
previously
to give
produce
items
can create
the
items
powers
with
10 ranks.
Invest Magic,
The character
up to him and
physical
skill)
are Appraise
Craft
(Int),
Diplomacy
(Dex)
tree dancer
to reshape
most
druid
in their
wood
ranks.
to a limited
can do it with
sacrifice
some
circles
such
like to have
Though
all druids
degree,
ease,
of his spellcasting
at least
only
though
ability
one
Skill
Points
(and
(Int),
Concentration
(Int),
and Wilderness
Ru/ebook
skills
(Cha),
(nature)
Core
Escape
for
(Con),
Artist
(Dex),
Profession
(Int),
Use Rope
(Wis).
See chapter
Lore
J for skill
4 in
descriptions.
are able
the tree
at Each
Level:
4 + Int modifier.
he must
Class
to do so.
The
Rit Dice:
class
each
Knowledge
If possible,
Class Skills
ease,
with
of incredible
9 ranks.
in a
As he advances,
invested
those
Feats:
Spells:
resilience.
dancer
fulfil
9 ranks.
Diplomacy:
can cause
(nature):
Spellcraft:
must
DANCER
Knowledge
Tree
a character
criteria:
d8.
Features
following
dancer
prestige
Weapon
features
of the tree
class:
and
Armour
Proficiency:
has no additional
proficiency
with any form of
weapon,
armour or shield.
The character
must abide
by the normal druid strictures
against the uses of
certain
weapons
and armour
once
he takes
this prestige
class.
Spells
Per
druidic
Day:
magic.
the character
gains
new
had also
gained
a level
however,
gain
any other
druid
class
would
adds
levels
before
level.
druid
class,
caster
level
spells
benefits
This
spells
he
not,
of the
essentially
levels
means
and druid
previously
had no levels
cast spells
to his levels
of
is gained
He does
a character
gained.
he can now
equal
class.
calculating
his study
level
in his druid
have
continues
as a druid
in the
with
in this class.
(sp): By touching
a tree, the tree dancer
Tree Craft
may use a special form of the wood shape spell on the
tree.
some
portion
dancer
desires.
ability
works
by the Tree
a living
tree must
as a wood
Craft
the form
shape
be used,
spell
28
character
this
except
bar that of
but
the tree
ability
as if
level.
- ---
Treedancer
ass
Level
Attack
Bonus
+{)
I"
~~I
+2
+3
+3
3"
14"
5"
Creating
particularly
Craft checkat
Heal
(sp):
been damaged
Tree
Draw
"11J
+1
+,1
items
Master's
When
may
require
a wooden
object
and watching
may
that has
over
heal
it for
the object
of
operation.
is no chance
that
Forth
the Power
uses
Hit Points: d6
his Tree
something
he
for details
full round
trees
a fully-formed
tree.
wand
or staff with
must
its magical
distribute
causes
the tree's
and the tree.
can use
as though
permanent
cannot
antimagic
magical
be dispelled
Profession
As a
Feats:
the tree to
power
poison
but
from
when
Immunity
This
of the wood.
but it is suppressed
his
(Int),
is a
Diplomacy
(nature)
It
(Int),
Lore (Wis).
in an
(Cha),
Disguise
Scry (Int),
See chapter
(Cha),
Knowledge
Spellcraft
4 in Core Ru/ebook
I for skill
descriptions.
field.
VITIATE
The character
adaptation
Class Skills
ironwood.
enhancement
9 ranks.
Poison.
spell.
Special:
charges
one charge.
made
(Herbalist):
Brew
Tree's Resilience:
Once a tree dancer has perfected
craft, any item he produces
using Tree Crafting
benefits
(see Living
and stajJtrees).
ofthe
always
tree or stajJtree
on wand
action,
exude
between
Requirements
(sp):
on any wand
-..;I,;j,~.
+1 druid level
+1 rlmi7l:r;;;v;.C+ I druid level
discretion.
it to perfect
Craft:
there
"t"j
+3
+4
+4
+1
S eciaJ
Tree Craft
ttearuan
Perfect Tree Craft
T>mw~M'th the Pow",
Tree's Resilience
this power
Magic
"t"j
+3
+4.
+4
returning
ability,
creates
Save
+2
in the ground
all damage,
Craft
WUI
Save
+{)
By planting
Perfect
ReI
Save
+2
intricate
the Games
Craft
tort
Skill
MAIDEN
Points
at Each
Level:
2 + Int modifier
Class Features
The following are
maiden prestige
and Armour
Weapon
has much
She may
more
Proficiency:
restrictive
vows
a new
maidens
least
by the vitiate
dagger
masterwork
quality
druid.
maidens.
she must
to be sanctified.
a normal
a dagger, with
except
dagger
than
desire
of the vitiate
features
one sanctified
provided
29
class:
use.
Should
take
This
the dagger
All sanctified
and the Maiden
dagger
is
the maiden
daggers
to the
are at
is forbidden
Attadr.
Ref -Will
Save Save Save SDecial
I"
;:;1=
+0
+2
3"
:4"
5"
+1
<+2
+2
I Class
Level
iir
SpeDs
Fort
'1'"
+3
+11
+4
-----
+2
+0
Poison Use, Poison Sense
-~iII!I~n:","ecret
'Er-::2:
+3
+1
Maiden's Secret,ImprovedVenomImmunity
+4 ..:!l.
Miiii:leri"sSecret
+4
+1
Vitiate Ichor
----
Per Day
+1 druid level
-+:1druunevel:
+I druid level
+I druid level
"
30
bonuses
to the saving
reduced
to 20.
throw,
They
have
receive
the saving
no additional
throw
DC
ary damage
benefit.
anyone
of the following
choice
Secrets
follow
the nonnal
and have
level x 15 gp.
of a terrible
maiden,
toxin.
maiden
the poison.
Wisdom
points
Wisdom
points.
the crimson
The
poison's
initial
saving
damage
damage
throw
The
class
chooses
this ability
is Id4
must
be within
The poison
victim
ifthey
resisted
increased
requires
Spell
t
one spell
that
multiple
The spell
must
Tbe spell
must
tion.
initial
The
assuming
IName
one hour
of poison
sanctified
equivalent
may
each
time
include
successfully
each
saves.
Ingested
no effect
person
is not
but, on the
and animal
present
at
(20)
(18)
by the
cast
by
all.
The vitiate
maiden
into an ingested
her subjects
and an alchemy
from
check
can
variety
afar.
(DC
with
This requires
dose
so convened.
a toxin
one toxin
time
from
of her choice.
one dose
of the poison
taking
Id6 points
of damage.
poison
knife
action.
and ready
She may
extract
to do this.
from
This
to use as soon
is laced
Id6 Sir
1d1~ii'
Id6 Con
02<11:2
hp-
3d6 Con
11:0n
2d6
Con
31
-- --
3d6 Con
02d&Con
2d6 Con
a movein the
as the action
descrip-
--
--
+ Id6 Sir
by
use her
requires
used
may
her veins
She must
The knife
choose
The character
complete.
Jiu"ii;Lnamai
be
weeks.
will be affected
The second-
(";;niiict:.a~:'
120
is 17.
She should
in four
is as the spell,
Injury (24)
rArseriic---~1Ig~~
week.
of this poison
or less.
of some
to
is therefore
the poison
spell.
Contact
becomes
be picked
a new
- Jiii~Injury (20)
=- -
Powder
throw
of the poison
---- -
Deathblade
rbralZon:Bi!i:
Black Loms Extract
to
only
and be of 4~ level
a saving
effect
may
applying
be targeted
~n:sreel!.._:
be chosen
she only
she
one spell
She
and animal
is
is
any
a poison
person
to Ichor:
to poison
choose
to become
she
any poison
(DC
the victim
Dark Reaver
Transmute
check
may
if
to
She chooses
20 each
of a charm
even
which
the
the poison
maiden
pieces.
one dose
influence
and an Alchemy
vitiate
silver
wishes
of 12 but decides
the victim
one hour
The
These
into a poison.
her poison.
will have
the maiden's
The poison
level
from
damage
into a death
is picked
times
square.
Evyleen
the charm
damage,
transmute
The
to blow
and
The initial
the poison
she knows
Only
this ability
near
maiden
secondary
Convening
Toxin:
can create.
those
by +2.
blossom
15).
affect
nonnally
the poison.
may
is 10 + the
modifier.
in
roll to deliver
Maiden
to make
Evyleen,
requires
mist.
x the caster
this poison
and animal
able
level + her
her intended
victim, she
into the victim's
face. This
attack
hours
This is 1,200
to resist
maiden
can transthat sits hannlessly
person
score,
the Craft
level
full
Death Blossom:
The vitiate
mute any poison into a fine mist
The vitiate
charm
need
modifier.
under
of the spell
The DC to resist
convert
spell.
is 2d4
difficulty
lips is 10 + maiden's
Constimtion
poison.
to be infected.
the source
is a contact
is all it takes
If the maiden
is kissing the subject
to their Fonimde
suffer a -4 penalty
resist
as outlined
cost
check
They
once.
The toxin
does
the victim
maiden's
class level + her Wisdom
poison are always injury type
ever
rules
a base
For example;
assuming
is as the spell,
skill
of poison delivery
known
The character
may pick
options
DRUID
level,
and
levels, the
Maiden's
Secret:
At
4"
2""
3'"
vitiate maiden
receives
access to one of the secrets of
the order, a poison or means
only to the vitiate maidens.
THE PRESTIGE
is
any
TRICKS OF THE
TRADE
are loners,
powerful
with
only
whole.
limited
Though
many
ties to a druid
of perhaps
the oldest
to spend
where
druids
relevance
Lore
circle,
they
Any
character
every
four
on to even
everything
he needs
world
around
tricks
that druid
forward
to grow
This
and change
might
goals
members.
a variety
regularly
use to
and those
of the druid
of
Rulebook
II offers
of characters,
standards
of living
for monitoring
the various
a character
might
choose
The
ranks
in Wilderness
living
at no cost
it takes
living
order.
from
make
a system
money
has no
wits
A character
with
the
to survive
silver
This
pieces
A character
who
making
who
Lore
class
skill
would
find no visible
This
involves
market
to
expenses
a -5 penalty
suffers
Lore.
between
outlined
is of a mystical
mystical
behind
the character
must
partially
Because
must
others,
also have
Lore
skill
of the druid
Lore
to trail
druids
should
difficulty
the character
later
the Track
the
the druid
experienced
so a character
to the Wilderness
all the
chapter
the information
nature,
him.
(following
in the Otherworld
using
and the
leaves
By peering
druid
The character
druid
but other
from.
in this book).
to
an experienced
in the otherworld
the
impossible
trail to follow
can make
and acquired
is almost
to hide
an experienced
level
Lore
how
Wilderness
Even
difficult
a druid
to
Wilderness
level
3'"
ability
druids
himself
skill
DRUIDS
32
of
his living
using
ranger
rules
makes
it at a local
checks
surroundings.
otherworld,
Lore
one week
reduces
in natural
the caster
four
the cost of
make
that week.
has reached
Stride
an increase
with
by 2 to determine
and selling
TRACKING
normal
reduces
so requires
on his Wilderness
to any profit
immerse
only
he makes
traders.
even
or
a self-sufficient
this to actually
the result
for game
trail
poor
A character
The character
hunting
track
skill.
can sustain
than
Doing
many
Woodland
hands,
characters
meagre,
druid
his own
Such
the wilderness.
and divides
Any
out of
and is willing
using
of living.
Lore
at all.
check
based
one week
hunting,
character
reduces
the monthly
gp for every two ranks he
by I
Lore
more
a living.
dedicated
to
at least
a self-sufficient,
lifestyles
A character
describing
the cost
lifestyle.
living;
LIFESTYLES
lifestyles
is
be able
he constructed
the
presents
can spend
reduce
cost of these
Before
taught
with
who
and abilities
has been
chapter
character
his personal
DRUID
Core
him.
its newest
the druid
time,
to live in a home
common
their
can instead
skill should
to pay anything.
having
order
that it passes
to spend
the Wilderness
the character
druids
organisation
of tricks
much
month.
A druid
when
can greatly
all manner
prefer
to feed himself
anywhere
in the material
plane, possible
anywhere
in
any material
plane.
Through
the centuries,
the druid
has assumed
on how
each
at all.
without
depending
willing
is
leave
apply
equal
is trailing.
to
THE BOUNTY
OF NATURE
For example;
WIsdom
Liam
theftrst
by IS and gets
another
has 8 ranks
in WIlderness
Lore
and
four
materials
330 sp.
weeks,
in total.
remaining
the primary
He continues
collecting
He pays
secondary
ingredients
foraging
for
sp worth
of
1,380
the 7 silver
ingredients
and spends
and
pieces
for the
the 237 gp for
a day brewing
the
potion.
CRAFT
AND FORAGING
33
SPOILS
OF THE HUNT
CreatureHarvestingGuide
- -
- FeaslbleMagiille!!).s
- :-1Y.pey'SPeciimin~Ability Scorehigherthan-20
Itemsthat enhancethe appropriateability
score
~1!IimOili!Y
Blindsight
I '1!I"eiiie'iiiil8
----
-:.
NaturalArmour
~~.!lg~
POlson
~-
-- ~ltemstjjj\t1!i:lritaihsiheegUJ\.al!tit
spar(serolfs,
staIfS,w;mtlS,
potl!!.n~
Itemsthat grantsBlindsight
KlDl!:o!"1!!emenci1'Commaruf
-- - _.:...::.... --:::- -----.J
Itemsthatgrantsthewearernaturalarmourbonuses
I
-'tems tn~tl'i'Jlpr'iI!'at.rovlae~~i>~m~~~II
Itemsthat incorporateanypoison or similar spell
.Ri~o:t"'un..li1Rclfe~~flon
~f1.2!C...Shapechanger
--
-- -
feats
--------
34
-----
neero':::]
TRICKS
With
their
their
intuitive
extensive
knowledge
to take from
magic intact
magical
oozes,
as the principal
because
they
Constructs
creatures
druids
magical
is destroyed
construct
dragons,
for magical
elementals,
humanoids,
construction
qualities
fails
components.
fey, magical
for powerful
character
the
to harvest
Aberrations,
beasts, monstrous
shapechangers
can
components.
Harvesting
of magical
a creature
essentially
These
have
at death
have
The process
one hour
a particular
magic
suitable
extracting
harvested
a dead
item
is useless
monster
harvested
item
in mind,
reduced
by 75%.
must
This
first analyse
magical
items
requires
takes
and make
The Games
a Knowledge
Master
created
though
the player
he feels
might
be possible.
what
Once
what
is possible,
the druid
item
for which
he is hoping
materials.
The druid
+ the challenge
fails,
the character
sufficient
quality
nothing.
Ifhe
result
than
rating
makes
was unable
from
check
succeeds,
must
death.
suffers
be extracted
In addition,
makes
20).
but a character
of magic
freely by
any spell
items.
somewhat
encounters
heart
a Heal
a ravid
His game
and extraneous
a ring
check
and
isforced
the ease
decides
on.
dangerous
Noting
Liam
moving
check.
to create
a rather
creature.
moved.
before
(nature)
wishes
to study
He makes
master
body
te/ls him
materials
can
offreedom
of movement.
Liam
of 15. He rolls
a difficulty
against
ring.
check
(DC
Using
both
of these togethe~
Liam can reduce
cost for his ring from 20.000 gp (half
by 466 gp (406 gp + ~ x 240 gp).
to acquire
10
If the check
of
OTHER
the gold
multiplies
piece
The
his
quality
rules
within
five hours
the Heal
5 ranks
Profession
(herbalist)
does not receives
synergy
bonus to this check.
heart
gathering
creation
including
primarily
the materials
for ripping
neither
by collecting
and selling
characters.
(nature)
can go
directly
but
nor the
Druid
characters
spellcasters
the patience
his way
he needs.
are obviously
other
for druid
with Knowledge
to have
or liver
money
in
his normal
are intended
he is likely
stomach
in this chapter
to all classes,
character
about
of
check
SPELLCASTERS
presented
available
of
but they
with
of their
are mixed
ingredients
declare
what
of required
Master
suggest
monster's
Knowledge
the Heal
materials
value
for 20%
During
planar
the creature
to create
wizard
the creature's
These
above)
ring.
the druid
be used
he has extracted.
The materials
for
value
16 and multiplies
this by 15 for a gold piece value of
240gp.
When Liam later defeats
a janni in combat.
he
acquires
another
406 gp worth of materials
for his
to get material
the corpse
by the DC to determine
the materials
a Heal
of the creature).
their
and secondary
the total
materials
mystical
(from
the extra
which
that a ravid
its
can be
must
Liam
of movement
Knowledge
some
(DC
items
the Games
one specific
one harvesting
to be a lot of overlap
For Example;
with
from
has decided
than
of principal
to destroy
magic
can obviously
he
to nothing.
adventure.
to gain
check
the
harvesting.
properties.
the
be produced
magic
creatures
is going
in place
creations,
cast a detect
(nature)
decides
There
magical
materials,
that single
use more
components
freedom
of any other.
might
the character
several
with
the
must
means
the creature
from
can be used
the beast
The druid
from
he may
item
caster
have
of magical
Ifhe
calculated
apothecaries
along
When
wishes
A character
are
from
A druid
in mind
one creature
separately
to create.
a single
the process
of harvested
occur
creatures
to nothing.
unsavoury.
the components
creature
or fade
of harvesting
Though
materials
Some
components
components.
can only
destroyed.
disintegrated
can never
them.
components
has been
in that time,
selection
be recorded
must
materials
once
Each
it can be used
in the materials'
and undead
magical
should
are
when
not begin
fails.
materials
items
but they
does
automatically
components.
so it is impossible
outsiders,
be harvested
magical
construct
what
it with the
the
for magic
any strong
animated
Unless preserved,
the harvested
materials
lose their
potency
in I d6 months.
If the process
of magic item
and
know
creations.
Animals,
beasts,
plants and vermin cannot be
ingredients
lack
have
magically
many
ingredient
in their
giants, humanoids,
used
of living
OF THE TRADE
in the cities
the
can make
for item
or small
towns
to passing
wizards
and clerics and a surprising
quantity
of the materials
wizards
and sorcerers
+2
purchase
druids
35
for item
as they
creation
combine
were
originally
the knowledge
collected
of nature
and
by
WILD
CLOTHING
36
TRICKS
Constructing
rules
nonnal
outlined
difficult
for both
check
garb
success
destruction
animal
while
body.
for
surfaces.
Ogharn
the spirit
The druid
begins
vertical
in no
of short
following
the
consumed
annour.
wants
to make
to leather.
This
does
only
Once
not require
wild
the clothing
Ifthe
to hunt
species
and any
the animal's
spirit
clothing
animals
the language
property.
to provide
clothing
common
record
druid
created
The
spells,
dons
While
restriction
language
to animals
assume
the fonn
can speak
ever
recorded
druids
need
learns
a single
druid
teach
by the druids
Though
generally
forbidden
teaches
learns
druids,
will
known
the
any outsider
the grand
of lesser
for the
commonly
infonn
speak
at a time,
at the dawn
druid
the archdruids,
not hesitate
the
are
be devastating
the language
learn
outside
of the druids
any druid
from
of
to not only
no one from
or should
created
language
called
immediately
might,
who
usually
become
word
their
who
the secret
sure
Should
in the actions
magical
No
LANGUAGE
and it would
divinations
transgression.
day without
this clothing.
of every
to an outsider
will
allotment.
tongue
the language
its enemies.
powerful
he may
each
in Ogham
than
is a
line.
can read
of the
to interfere
with
to kill either
the language
to an outsider
the language
from
can be used
of Ogharn
scrolls
By
the
to speak
can be used
and to write
to
trigger
use
all
a
or
them.
37
knowledge
Though
magic
ofOgharn
activated
can be wriuen
to
activation
able
discover
to incorporate
item,
on the item,
to use it while
the
word
with
that
will be able
it is impossible
in a command
be immediately
to
or spell-trigger
with
word
will be Ogharn.
if the druid
ability,
once
from
but to make
should
language
anyone
command
of the
daily
and write
It is the duty
the language
druid
this restriction
type
the druid
In addition,
shape
THE
the mysterious
of time
he has
DRUIDS
the order,
Ogham.
type.
his nonnal
All druids
more
any other
the benefits
wild
can benefit
OGHAM
among
from
balance
the clothing,
of the animal
against
creature
order
only characters
to use the item.
with
made
he loses
wearing
a suitable
OF THE
order
by the druid
the clothes.
the spiritual
of the chosen
it counting
of Ogham
the druids
bonds
a +4 circumstantial
bonus to his Animal
and Handle Animal
checks made in relation
has acquired
other
any clothes
in any way,
receives
Empathy
in
horizontal,
this central
of Ogharn
to scribe
and donned
consumed
or disrupts
clothing.
something
line;
leuer
on
words or guidelines
on magic items.
For this reason,
any druid who desires to do so can incorporate
a
but it
can be
of any sort.
is finished
the druid
of animal
like
the spell-completion
the spirit
Each
line,
nothing
tongue.
by
the animal,
is assumed
his nonnal
reasonably
used to construct
from
of the sarne
for both
does mean
armour
The druid
members
the material
to write
a long
that transect
the central
Though
preparing
lines
looks
the language
is found
into stone or wood
in Id4 weeks.
If the character
he is limited
writing
by drawing
or even circular.
series
in the
from
Ogharn
a wriuen
language.
Though
paper, it is more often carved
week's
cost
result
components
At first appearance,
and Craft
a roll of I results
If this happens,
fades
check
A failure
the
The
is 10 sp, so a single
of the required
the druid
follows
above.
Lore
the clothes.
that week
the beast
for a druid
will create
progress
from
and foraging
the Wilderness
(Leatherworking)
travelling
clothes
in crafts
OF THE TRADE
the
allowing
others
which
will
itself
DRUID
FEATS
!DRUID
he following
of feats
chapter
particularly
Demonstrating
adaptability,
offeat.
the chapter
who
outlines
suitable
feats
meets
a small
diversity
includes
are available
You have
selection
material
class.
can only
types
with
special
(such
counts
class.
Wild
feats
with
follow
as wild shape
feat.
feats
in this chapter
for meeting
The Metamagic
that meets
'wild
or greater
feats
shape'
wild
Item
grove
to the
it in one place.
Using
of one sacred
this
grove.
grove
You
at a time.
Knowledge
(nature)
12 ranks,
in the name
Benefit:
a sacred
grove.
abilities
of a seneschal
a powerful
You may
spiritual
become
outlined
level
9'"
druid.
any
bond
with
chapter.
shape)
prerequisites
and Item
can be purchased
to call a sacred
and anchor
Prerequisites:
all
to any character
the words
wild shape
Wild
spellcaster
are available
ability.
(Druid,
to any
They
Grove
the power
plane
feat makes
and
five different
the prerequisites.
Sacred
Creation)
the druid's
The General
character
Anchor
FEATS
for a
Augment
Creation
by any
Wild
You have
the prerequisites.
power
a more
than
Benefits:
(Wild)
control
of your
wild
shape
wild
shape
others.
You may
ability
Shape
advanced
for which
take
anyone
you fulfil
advanced
the prerequisites.
Note
that
a character
could take the extra wild shape advanced
ability using this feat but the Extra Wild Shape feat
offers
a better
way
to gain
extra
access
to the ability.
planes
Prerequisites:
Knowledge
Knowledge
from
the
to aid you.
(nature)
(the planes)
5 ranks,
5 ranks
or
one other
to cast at least
three
metamagic
summoning
spells
Benefit:
Choose
fire or water).
elements
(air, earth,
with
any
summon
monster
or summon
nature's
ally spell. You
apply the appropriate
elemental
creature
template
to
any creature
using the modified
spell. A spell prepared
using
higher
the Elemental
than
Summoning
feat is one
level
four templates;
air
normal.
Elemental Creatures
Elementalcreature
is actually
templates
creature
with
aberration,
vermin.
animal,
beast,
The creature's
the appropriate
38
can only
water.
It uses
special
abilities
be applied
elemental
types:
magical
beast, plant or
type changes
to elemental
subtype
to any corporeal
base
air, earth,
statistics
as noted here.
with
fire or
and
DRUID
FEATS
Elemental:
39
DRUID FEATS
Damage
Reduction:
damage
reduction
All elemental
based
on their
creatures
receive
the language
of its plane; Ignan for fire elemental
creatures,
Aquan for water elemental
creatures,
Auran
below).
elemental
..
DamageReductio..
HitDice
AdditionalFire
Damage"
Feats:
creatures
Same
Climate
I Terrain:
automatically
feet that
sense
the location
is in contact
with
of anything
within
Treasure:
modify
Air elemental
as follows:
their
other
elemental
their
abilities.
abilities
Creatures
as base creature
+2.
Usually
Advancement:
modify
elemental
their
creatures
If the elemental
has an intelligence
Same
Alignment:
receive
creature
creatures
same
as the base
ofthese
abilities
Up to 3 HD, same
the ground.
Abilities:
or underground.
60
land
Rating:
creature.
can
Any
Same
Challenge
creatures
for earth
as base creature.
Organisation:
and Terran
creatures.
All
neutral.
Same
Equipment
Master (Wild)
You have
you do.
over which
control
Benefit:
When the druid
may declare which items
of 4 or greater;
items
transform
when
to
initiates
a transformation,
he
are and which items are not
absorbed
into his body and rendered
may be transformed
into some form
it speaks
suitable
whichever
the
Normal:
druid
The type
into determines
the new
body
inactive.
of clothing
or dropped
Items
at the druid's
feet
chooses.
of creature
the druid
if the druid's
and rendered
items
is transforming
are absorbed
into
inactive.
more
animal
for your
and beast
caster
Prerequisites:
The
companions
ability
to cast animalfriendship.
using
hit dice.
This
for anyone
limited
level
caster
is increased
the maximum
befriended.
level
of all creatures,
by 4
hit dice
This
but added
can now
is still
together,
exceed
this
by 4 hit dice.
Normal:
bemend
friendship
Special:
the game
40
you have
your
hit dice
spell
not increase
creature
to twice
the total
afriendship
does
than
level.
The total
is equal
hit dice
to twice
of creatures
your
caster
you
level
can
for the
spell.
If you take
with
this feat at
an extra
4 hit dice
I"
level,
of animal
DRUID FEATS
companions.
multiple
This
times.
Each
purchase
increases
more
of your
level.
Prerequisites:
The
ability
to use wild
shape.
Benefit:
Choose
more
one wild
access
often.
animal,
beast,
ability,
you
shape
ability
plant
or vermin
use this
the
wild
shape
twice
more
more
each
day.
Spedal:
You may
you wish,
you
choose
can apply
You create
generations,
the effects.
[fyou
power, you double
the same
the effective
increase
in daily uses when assuming
your specialist
creature
but must use three uses of the
Prerequisites:
power
metamagic
to assume
the form
of any other
creature
of that
with
and benefits.
Knowledge
(nature)
10 ranks,
two other
feats.
type.
Benefits:
potent
wild shape
ability
than
other
when
advanced
Ability
wild
shape
Benefit:
You gain the ability
power as a move-equivalent
use combination
standard
action
or partial
instead
Dex
at least
If the duration
transformations
This
can
as a
of a full-round
that
fuse
aspects
of various
as though
is
he or she
happens
every
time
targets
has
the
spell,
their
these
offspring
may
A spell
requires
prepared
a spell
also pass
the spell
onto
normal.
The
level
increase
number
of generations
Only spells with long
by the spell
is still in effect
the child
children.
transformation.
You have
spell
a child,
the
action.
Normal:
A druid requires
a standard
action to use wild
shape or a full round action to use a combination
or
partial
affected
ofthe
parents
this feat is so
on down
were originally
in the area of effect or targeted
by the
originally
casting.
The child receives
no saving throw.
two
13+.
or cast using
are passed
automatically
Prerequisites:
prepared
its effects
generations.
faster
druids.
forms
The spell
that
seamlessly
living
into
and undead
benefit
from
cannot
be passed
Generation
required
by the spell
down which
or permanent
the spell
durations
Casting.
Instantaneous
on down
the generations
is the
will pass.
can truly
using
effects
this
feal.
creatures.
You receive
for partial
a +5 bonus
or combination
to the Concentration
transformations.
living
41
creatures.
energies
safely
into
DRUID FEATS
Prerequisites:
Knowledge (nature) 9 ranks,Spellcraft
9 ranks, one other item creation feat.
42
TOOLS
TRADE
OF THE
CLOTHING
rCiotbing'l'able
Hem
Aba
,IeeBoots
! Thick Furs
Cost
3(1gp
15 gp
35gp
Weight
lib
sibs
~'m
43
Dire Hide: Dire animals are not only bigger and more
ferocious, they are quite literally thicker-skinned. Dire
hide is prepared from multiple layers of dire leather
and dire animal hides. It is stiff and hard to move in
but provides druids, who already favour hide above
other annour, with a superior bonus to their armour
class.
DRUID
ARMOUR
Armour
Light Armour
L.mmal:l'Ili1<L-
Cost
Armour
Bonus
MllXirnum
DeI
Bonus
Bone StuddedLeather
LOire I.eam""
Cord
1'1
20gp +3
~1I1I"n 'i'.i
IOgp +2
+1"
+5
Medium Armour
L-"n"hp":HIi1~
Dire Hide
(""'I""~iIi"
1,500gp+5
.."
100 lIP +4
'H)
Amour
Penal
0
-I
-I
"'"
+6
-2
-4'-
+3
-5
5%
15%
,,'-%
15%
30ft
30ft.
'0 It.
30 ft.
20ft
20ft.
201t
20 ft.
20%
20%
40%
lOft.
5-IO:J5<T
20 Ibs
J:5:1t\s
10 lbs
HeavyArmour
I Wood Sl!lint
'"7
Shields
L~h;pM .m.II.!p.,h...,
lap
"'I~
3gp
Shield,large,leather
+z*
This bonusonly appliesagainstbludgeoningweapons.
*
44
-z
15ft. 30 lbs
?lh.
5%
3 Ibs
TOOLS
AND
KITS
Camouflage Kit: The
camouflage kit provides a
mixture of small pouches
filled with dark paints and
special cloth patches with
which to cover clothing. The
kit can be used ten times before it
needs to be replaced. It provides a
+4 equipment bonus to Hide checks in
forest, jungle or woodland environment.
Fishing Net: Though it is possible to fish without one,
it is very difficult to catch a sizeable quantity of fish
without a net. Each net can cover a 10 ft. by 10 ft. area
ofthe river and provides a +s equipment bonus to
Profession (fisher) checks. A fishing net requires a Use
Rope check (DC IS) to set up. In addition, a character
using a fishing net with at least S ranks in the Use
Rope skill receives an additional +2 synergy bonus to
his Profession (fisher) checks.
ATTUNED
tOOLS
Item
CamouflageKit
FishingNet
SacredAnatomy Kit
Cost
95gp
25gp
SOgp
FoCI
Weight
2% lbs
2Slbs
1V2Ibs
45
Attuned Foci
ocus
Alder Tore
:As la
BoneGarland
ano
ea
HawthornGarland
Creation Diftic
13
13
IS
60 sp
16
46
HERBAL
Most
druids
have
of herbalist.
them
some
The druid
to identify
Unlike
everything
for herbal
Though
Many
skill
expensive
The herbal
needs
game
and
can be found
ranks
and make
herbal
towns
these
recipes
themselves.
spoil
and
lose
recipes
and villages,
Like
all potency
requires
receives
(herbalist)
in the Tricks
herbal
skill
of the
recipes,
in place
using
of the Craft
in the
extensive
use of
recipe
names
purposes.
names
and,
Many
families
down
from
Obviously,
are simply
the concoctions
when
they
even
have
mother
they
that follow
Often,
their
do, they
own
their
for
no real
are regional.
herbal
to daughter
have
have
recipes
over
handed
the generations.
own names
for these
concoctions.
the following
Profession
have
outlined
producing
skill.
recipes.
sale in small
The druid
druids
rules
when
remedies.
foraging
the recipes
chapter
his Profession
allows
an herbalist
using
to prepare
(herbalist)
recipe
Everything
can be found
Sense
do not require
needed
Profession
herbalists
or workshops.
herbal
intuitive
power
and Foraging
Trade
the ingredients
alchemists,
materials
Craft
RECIPES
given
food,
a +2 expertise
ability.
If the character
yet, he does not receive
the normal
rules
difficulties
in the table.
check
often
herbal
time.
the Profession
(herbalist)
can be found
druids
Adder's
Balm: These oil and herb soaked balms are
particularly
useful during long term care when an
up
recipes
Creating
(herbalist)
bonus
for
make
herbalist
skill,
using
The character
infection.
The balm
out poisons
and infections
from
the wounds
skill.
which
it is placed.
The character
using
adder's
receives
Sense
a +2 circumstantial
the purposes
for a Craft
to prevent
draws
to his
is trying
an
to recover
offers
the creation
can use the
47
of long-term
25%
more
no additional
bonus
care
hit points
benefit
to his Heal
and allows
than
to heal
normal.
ability
on
balm
roll for
the patient
This
damage.
TOOLS
OF THE TRADE
In addition,
if a character
an infected
wound
within
I minute,
the disease
before
it spreads
remove
system.
with Adder's
The character
as detennined
must
by disease
successful,
the patient
this saving
throw
fact infected.
+10).
balm
to
wear
a Heal
check
(DC
If the Heal
check
is
off completely.
Seer's
Fox: This herbal
who drinks it the ability
a new Fortitude
save.
the subject
was not in
The character
once.
immersion
is successful,
Each
the character
receives
8 full hours of sleep or the 24
hours, whichever
comes first, the effect of hush berry
can get to
attempt
makes
Balm
he can attempt
can only
be used
If
who
check
otherworld.
Blue Vision:
This
ingested
by druids
clarity
of their
visions.
The elixir
is drunk
makes
his saving
dexterity
completely.
this time,
he may
lasts
At this
throw (DC
assuming
the character
passes
spell
Hold:
mixmre
This red-purple
of be cries native
has a strong
evening
sweet
Most
drink.
Though
used
from
spell
bramble
hold,
Bramble
hold
can only
spell
the effects
of any other
the recipe.
The brew
hours.
forests.
they
drinking
had been
targeted
They
receive
Hush
Berry:
This herbal
restful
and deep
tea must
make
sleep.
throw
within
the hour
(DC
or become
fatigued.
The character
to sleep.
does
nightmare
sleep,
he
bonus
against
to
the
spell
that interfere
sleep.
A character
the influence
with
under
of hush
12) to wake
save (DC
used
in
addition
place
the elixir
of
inflicted
within
the
removes
20) to shake
of the character's
If drunk
that
within
administering
instead
attack
the curse,
from belladonna,
with lycanthropy
his curse.
otTthe
disease.
Fortitude
unprepared
save.
This
belladonna
to.
a
A
check
tea must
not
in
held
by
drunk,
the imbiber
saving
throw
(DC
Strength
for up to 24
is affected
When
throw
as
damage.
needs
temporary
After
to be made
Strength
must
8) or take
make
a Fortitude
Id6 point
one minute,
to avoid
of temporary
another
2d6 points
saving
of
damage.
throws.
the subject
who
imbibes
the
Herbal Recipes
Cost
50 gp
Adder's Balm
e IS1 n
Bramble Hold
fftuSn He
Seer's Fox
sleep.
Life;T!\is
25 gp
20
\"50
300 gp
Wolf's Bane
!. Spoil
'00
IOgp
Creation
18
2:z
21
,-,
14
tsti)e
SnoilLife.
Difficultv.
Id2
/Months!
-I
ld2+1
Id3 + I
la4'f'":Z
Id4 + I
+
1d2+ I
loses
all SPecial
properties,
Assume
berry
a Will saving
(DC
healer
be
or similar
effects
throw
If the
a +2
circumstantial
saving throws
requires
tea allows
The character
12)
will want
receives
and is
If an
of avoiding
If duank
Fortitude
by the enchantment.
saving
extensive
a Will
saving
character
the magic
with
the curse.
destroys
already
the brew
make
to sunburn.
of one
A new casting
enchantments
even
climes
are prone
of the lycanthrope
character
It
intoxicating,
the properties
can hold
Any creature
though
hold
at a time.
rest if they
chance
I hour
of
it will
enchantment
as a late
the bramble
hold has strong magical
influences
highly sensitive
to the magic of druids and fey.
enchantment
in hotter
Wolf's
Bane: An herbal tea produced
this recipe otTers a character
afflicted
level.
temperate
not inherently
this check
During
stew is brewed
and is often
druids
use of swine's
at + I caster
to most
taste
make
sunburn.
aroma.
a greater
Bramble
may
be unable
an
Swine's
Rest: A single brew of this herbal remedy can
be lathered
onto the skin to provide
protection
from
if the character
he suffers
nonnally
make
otherworld.
to his
a -4 penalty
for the duration
of the effect.
throw,
and charisma
The concoction
Even
a +4 bonus
and takes
with
The character
if he would
drinks
After
ifreshlY-!I1adtrecipenastheni~imurit$poilJ.ife
when
itimebeforeapUl'chas~recipespOils.TheGamesMastermaywiSh
jrolfed spoil life depel'lditJg on the exact circumstances
48
created.
OtherWise,
this!s the
to adjust the
of the purchase.
LIVING
LIVING
ature
does.
With
petals
of flowers
new-born
day.
ever
MAGIC
inspire
the rising
With
garden
sun, he watches
uncoil
every
the trees
into
autumn,
one week
still and
encompass.
the trees
drop
dormant
in their
their
leaves,
hives
reward.
the insects
dies, waiting
to be reborn
Druids
Mother
With
become
grows
least
across
the aeons
There
is a rhythm
that rhythm
toil away
with
would
nature
for such
learn
magic.
dream
While
old and
of magical
extended
have
periods
invented
under
approaches
the rhythms
must
together.
by 3 druids,
make
in the garden
are correct
Tending
a Potion
after
is to flourish.
reward.
approach
used
to
equal
ifit
by lesser
each
of nature.
outlines
creation
by druids.
used
several
new
types
alternative
of magic
of item
item
almost
GARDENS
wishing
to produce
time or inclination
laboratory.
These
usually
where
found
they
(nature)
potions
rarely
to use alchemy
Instead,
gardens.
Knowledge
druids
small
within
benefit
from
affairs
to a sacred
are
grove,
the protection
of the
grove's defences,
whatever
they may be.
Animals
living near the garden sometimes
from it and they
of the potion
begin
being
to demonstrate
brewed
the
potion
garden
or near
have
or a
cultivate
kitchen
9+ ranks.
eat
the effects
within
the leaves
and roots.
If the potion is toxic or dangerous,
they quickly
learn to avoid the garden but, in
places
where
Intelligence,
the local
druids
Strength
wildlife
cultivate
or some
can quickly
potions
other
of Charisma,
beneficial
be invested
with
elixir,
such
qualities.
Though
they
secreted
away
are often
where
found
deep
few civilised
in the forest
individuals
or
would
49
must
be looked
one individual
for a least
until
normal
less productive.
it loses
to lose enchantments
all of them
are gone,
state
must
will become
week
a
square
the magical
creation
POTION
that
A garden
It continues
to
healthy.
is not tended
which
used by druids.
to establish
or the garden
to a completely
exclusively
with
of yards
week
Once
for
3 weeks
needs
of druids
of 10 square
check
At least
requires
the same
If a garden
one enchantment.
methods
There
tend
require
(nature)
can create
will
by the number
composed
Garden:
and blossom
garden
to 10 + the number
than
with at
a potion
would
a Knowledge
energies
for so little
druids
skill
included
their
few
with
tended
time
A garden
and clerics
from
creation
magical
(nature)
individuals
the total
difficulty
to increase
Only
Establishing
aim to replicate
own
more
the
at all, he
wild.
Garden:
Ifmultiple
divide
establish.
inventions,
that work
and patterns
yearly,
themselves
their
gone
flora
working
her example.
wizard
as nothing
to recognise
the surrounding
in the Knowledge
garden.
garden,
of spring.
daily,
aiming
of separating
spellcasters,
from
laboratories,
all manner
druids
cycles,
in their
druids
many
and they
in their
power
Instead,
Nature's
a stranger
it for nothing
a Potion
9 ranks
yards,
watch
take
garden
Establishing
nectar
only
at first glance
Were
of a
bloom
a potion
appear
from
probably
an old kitchen
may
special.
as distinct
would
the
in the warmth
spring,
go, they
particularly
MAGIC,
after
at
are gone.
the garden
one more
week,
reverts
at
process
again.
LIVING
MAGIC
Circumstances
!:,tess tlian~
ago
+40
+20
---
-~- --
Enchanting
enchant
(nature)
a garden.
must
choose
cost
following
Enchanting
on <T'ari1~~,.....~.~.~~
of Knowledge
To enchant
a normal
potion
the rules
a garden
takes
Cannot
be harvested
1/
can be provided
Nature
in the Tricks
foraging
of the Trade
for a potion
(see
chapter).
though
harvest
the garden
which
to
for a
potion
for
the garden
been
has
enchanted.
only
This
one hour
check
The base
using
must
to successfully
difficulty
the above
is
table:
has a 25%
by a single
chance
potion
of being
affected
as
of the appropriate
type.
Alternatively,
these ingredients
can be boiled in water
of the
for one hour to produce
Id3 -I potions
appropriate
type. On a roll of a I, the harvest
fails to
garden
the Bounty
the garden.
ingredients
and
10" of the base cost of the potion in experience
ingredients
costing
Y. the base cost of the potion from
the character.
attempt
check is successful,
the garden yields up a series
'fthe
of potion ingredients.
A character
eating these
II.
wants,
he may
particular
(nature)
20 but it is modified
its base
Ru/ebook
a Garden:
the druid
requires
a Knowledge
harvest
feat can
the character
in Core
to or
with 9 ranks
and calculate
When
addltlona~.~cIumttnent
make
equal
Harvesting
--
--
.i:l~._. ..t~J1er'
Potion
a garden,
outlined
+5
i.A\It1!Wjj;L~).nillar~(}QfJ'.m:d!!lo~
Winter
Enchantments
'1:d..\I-
with
level
--- -- - --- -
+50
- ~
caster
--==-- ..
(or !!!i.ti"iiiiY~enchantedfors~..ifiedl!otlon):
support
enchantments
tend;;"d
Today
US!!lli!a~
,IMultiple
can only
----!fodiner
of
A garden
a useful
produce
potion.
the druid
potion
as he desires,
choose
garden
of the enchantment
he may
requires
one hour
(nature)
check
squared
+ the number
Success
removes
remove
any enchantment
that
to tend
(DC
is producing
the garden
it.
This
size in yards
of enchantments
from
ofa
and a knowledge
5 + the garden's
the enchantment.
SCROLL
has as much
to cleanse
in the garden).
A druid
may
a garden.
FLOWERS
Requires: Scribe
Scroll,
8+ ranks
of Knowledge
(nature).
Scroll
flowers
material
after
being
particular
spell.
Once
black
scroll
It takes
flower
at least
least
material
8 ranks
paper
needs
can write
of a
gives
up
or any other
to himself.
a scroll
of the druid
in the Knowledge
the flower
is tended
the flower
the druid
to grow
each
flower
the essence
mature,
the attention
process,
with
on normal
at no cost
fully
to the expensive
Each
invested
of that spell
suitable
answer
of scrolls.
separately
a thick
50
components
week.
(nature)
flower.
skill
At the beginning
to be enchanted.
Each
or an aid with
This
for at
of the
LIVING
requires an amount
of experience
multiplied
level
to create
druid
would
trying
need
equal
a scroll
to pay 8 experience
to the caster
by the spell's
of a
points.
level.
4"
spell
level
2""
The flower
level
successfully,
begin
of the scroll).
he extracts
to write
If the check
the required
the scroll.
Ifhe
fails
is
MAGIC
the plant
is ruined.
The process
druid
of writing
the scroll
prepared
requires
both
extracted
ink is ruined
that the
from
the scroll
loses
and it takes
ld6 hours of
flower
his chance
or the
to create
the scroll.
SPELL-LIKE
INVESTITURES
Requires:
Brew
Potion,
Knowledge
(nature)
A spell-like
investiture
with a spell-like
Scribe
Scroll,
Invest
is the ability
ability
to grant
that replicates
that they
would
with
not need
them
to carry
at all times
be destroyed
in the wilderness.
imbued
spell-like abilities.
with
scrolls
items
a creature
one of the
Magic,
15 ranks.
investitures
and potion
that could
Constructs
so
easily
cannot
be
Surviving
investiture
an Investiture:
requires
To successfully
Brew
Potion,
Scribe
brew
Scroll,
an
Invest
Plant, Shapechanger,
Vermin
iElementals, Outsiders
II-Vndead
Knowledge
-
--- -
Constructs'
. Constructs
cannot
receive
(nature)
investitures.
51
(necrology)
LIVING
MAGIC
tree with magical fluids and singing ritually
to the
tree, a druid or group of druids can awaken its magical
spirit
way
energies
into something
mimics
the properties
of the same
properties
of a
staff or wand.
A wand
Investing
type.
The rituals
materials,
require
components
as a
of a wand
of the same
to have all the
the character
would
need
inscribe
of the spell
invested
it in Ogham,
trigger
druid
method
be touching
principle
allowing
of activation
them
and require
the
the spell.
The
to activate
advantage
energies
regenerate
rediscovered.
the
to
the particular nature the druids have chosen for it.
Each tree, like a staff, contains several related spells
tree's
investments
and turning
the trees
inner
will
spirit
often
make
INVESTED
and powerful
useful
LIVING
trees
its charges
making
at a
these
order's
resources.
ITEMS
TREES
52
LIVING
elementals,
fey, giants,
monstrous
shapechangers
magic
creature
The
while
Only
cycle
oozes,
and vermin
item.
cycle.
druid
infuse
creatures
manifest
matured.
For example,
it is still a seed,
or in the womb.
ldlO
metamorphosis
months
a proper
life
based.
to complete
item.
items
They
make
Player
living
NEW
the magic
a magic
creature
stills
the creature's
creation
time
is added
egg or foetus.
whole
creation
components
include
The
required
is a part
process
until
which
to work
piece
druid
item production
become
period
of the
during
the living
to produce
the
creature
item's
description
will
he has acquired
cannot
a suitable
begin
most
magic
magical
properties
create
sterile
creation
items
dispel
magic.
properties
The
items
special
is their
As living
supernatural
properties.
creature
ability
traits
not reduce
The assassin
the effects
item
magic
magic
Firstly,
they
die.
items
age.
A magic
must
to.
a difficult
(nature)
Secondly,
process.
check
(DC
Failing
this check
usually
results
of detachment
a spell
most
producing
The druid
causes
nature,
items
magic
make
level
with
item
is
of the item).
out
20, Blindsight;
Wis 13,
gauntlet
is a modified
form
of assassin
its resistance
its sense,
so the character
the
as though
of slashing
Using
attacks
guide
can fight
his
he possessed
the Blind
Fight
as
feat.
gauntlet
dismisses
it as a ftee action.
This
a twisted
an abomination
flow
a Knowledge
but
do not have
a living
must
will
themselves
As a tree
action, the wearer of the gauntlet may cause plants
within 30 ft. to animate
as a ftee action.
This does not
affect the wearer but everyone within 30 ft. is affected
as though within the area of an entangle
spell cast by a
flaws.
be repaired
druids
10 + the caster
in a living
from
magic
tendrils
and neck.
he were
damage.
set
actions
All living
item
be resurrected,
access
come
ftom
gauntlet,
or
though
Living
shoulder
benefits
magic
by a dispel
it far
of the
to normal
however,
lower
The assassin
of
become
is targeted
gauntlet,
Cha 9
the
to resist
many
These
to
all living
develop
as opposed
If the item
It is possible
was until
maidens.
Will
its
property
creatures,
creatures
The
will pass
other
share
these
qualities.
two special
on to its offspring.
living
cost.
magic
have
gauntlet
to the vitiate
on
his magic.
items
obvious
potential.
ITEMS
the assassin
reserved
Fire Resistance
Living
to
it takes
larger
about
the
specimen
are
and
be able
of the time
but, of course,
because
they
agendas
items
MAGIC
ambidextrous).
the item.
of the principle
The
alignment,
worth
does
cost
a living
inactive
Essentially,
of the item.
the gold
the item.
characters
are as
on which
Assassin Gauntlet
The item
to the gestation
component
creature
using
development.
Oozes
process.
is a material
The living
item
own
to mature
very recently
seed,
their
magic
They
as the creature
of creating
natural
its
properties.
The process
and other
have
for a creature
Though
throughout
the creature
its creator
and aware
desires.
is an Ooze,
during
magic
intelligent
is fully
to this rule
into a magic
Living
of its life
be invested
while
it is still in egg form
at any time
on harming
must
while
The exception
stage
the creature
a plant
can be modified
into
into the
The magical
once
an animal
intent
creatures.
the magic
with
be invested.
only
beasts,
plants,
can be incorporated
must
corporeal
can therefore
magical
magical
outsiders,
properties
which
humanoids,
humanoids,
MAGIC
sense
The assassin
usually
that time,
53
gauntlet
takes
it must be tended
two years
to grow.
During
LIVING
MAGIC
host. The host is covered completely from head to toe.
The black skin grants the wearer a +6 enhancement
bonus to Strength and a bonus 10 hit points. This hit
points are temporary and only heal once the character
has recovered all of his natural hit points. The wearer
receives the ooze blindsight ability and can sense
creatures within 60 foot by sight and vibration alone.
In addition, the ooze grants its wearer the ability to
attack unanned as though he possessed the Improved
Unanned Attack feat and delivers a +2d6 points of acid
damage to his opponents. Finally, the wearer gains a
climb movement of 20 ft. and is completely immune to
acid.
-4,900
gp)
Black Skin
Black skin is a variant of a black pudding. Unlike a
nonnal black pudding, this ooze will flow onto a
naked fonn and protect it from hann in exchange for a
continuous supply of life energy to sustain its
existence. When unattached to a host, the black skin
looks like a smaller variant of its natural cousin. The
black skin cannot split into two black skins as a black
pudding splits into two offspring. It replicates only
once every 40 years, at which point it becomes two
skins instead of one. It takes this long for the magical
energies required to continue its existence to build
sufficiently to sustain two lives instead of one.
- 28,900)
Cobra Whip
Druids can use this intimidating weapon because it is a
living thing but most would find the prospect
distasteful to put it mildly. Only the vitiate maidens
and other druids with a strong association with
venomous or reptilian creatures like to use this
weapon. At first appearance, the weapon appears to be
a whip but when wielded it is quickly revealed as a
venomous snake.
SmaIlAnimal(MagicItem);CR-;HD
Id8 (4hp); Init; Speed-; AC -; FaceI Reach5 ft. by 5 ft. / 5 ft.; SA
Poison, SQ Scent; AL N; SV Fort +5, Ref +5, Will +5;
Str6,Dex 17,Con 11,lnt I,Wis 12,Cha2
54
LIVING
constitution damage
(DC
10 + Y, the whip's
Constitution
caster
Grand
modifier).
These
Signet
signets
are found
archdruids.
The snake
attacks
as a +2 weapon,
bonus
not proficient
penalty
when
Caster
Infuse
Armour,
Craft
the normal
advisors
Arms
cloaks
living
into actual
this creature
garb
has been
magic
itself.
The creature
It feeds
it and grants
manipulate
it wearer
The mind
The
of
most
signet
In
to another
Aberration
(Magic
Speed
/5 ft.; SQ Shadow
the holder
recognise
on its own.
must
to its ability
The wearer
Item);
actively
the druid
to
signet,
show
just
as nothing
plane.
of the grand
Should
he will
a druid
immediately
for what
he is.
The archdruid
the grand
signet
to the druid.
happens
more
quality
than
a mildly
Shift;
of a dark
5 ft. by 5 ft.
16,Con
bonus
magical
jewellery
cloak
17,lnt2,Wis
receives
15,ChaI5.
disintegrates.
The archdruid
another
making
druid,
can give
will change
supernatural
Caster
level:
creator
must
concealment
Market
use.
Ironwood
(New Weapon, Armour
and Shield Special Quality)
vision
(gives
the wearer
Any
five years
where
it can be used.
when
its wearer
cloak
adds
addition,
for a dark
young
cloak
to mature
The dark
and increases
must
be worn
cloak
for at least
weapon,
magical
requires
made
of food
appearance
qualities;
hardness
eight
accordingly.
Caster
level:
Price;
II ili, Prerequisites:
Item,
140,000
access
gp
(living
Infuse
to a cloaker's
component
constructed
from
In addition
to its other
will now
of wood.
remains
Item,
be considered
The weapon's
unchanged
wood
but its
are changed
level:
I I ", Prerequisites:
Craft
Ironwood;
Market Price: +2
Magic
Arms
and
Magic, Craft
egg; Market
the weapon
physical
feeding.
or shield
iron instead
In
Armour,
Caster
qualities,
of the
receives
Wondrous
armour
this enchantment.
from
of the
Prerequisites:
Craft Wondrous
15'"
be a member
of the archdruid
class,
Price; 8,000 gp
can receive
to the
the amount
requires
once mature.
The owner
2gp to his monthly
living costs.
the cloak
to
At this point,
in recognition
a +5 natural
obscure
feeding
piece.
his signet
him an archdruid.
one-quarter
abilities;
point
If
it will appear
CR -; HD 6d8 + 18
ACAC -; Face/Reach
WiII+7;Str21,Dex
It takes
plane
to be recognised.
the grand
or defend
access
magical
be shown
to move
that dons
important
is its ability
to attack
of the person
complete
in office.
travel
on this new
grand
druids
energies
of all druids
of every
every
of the change
the archdruid
on the
or one of his
informing
transformed
the ability
should
druid
on the back
changes
in the world
addition,
have
rendered
usually
in Ogham
of grand
the name
immediately
archdruid
to Create;
among
of
ofjewellery,
shadows.
Init-;
armour
found
druids
has no ability
Medium
(45 hp);
only
These
in the hands
piece
inscribed
the position
change,
signet
master
are usually
underground.
cloakers
Should
advisors
and
viper
Cloak
Dark
only
is a small
back.
and poison,
Each
A character
Magic
a live snake
strike; Market
Price:
15,000 gp, Cost
7,450gp
+ 600 XP + a live snake.
Dark
a +2
and damage.
6ili, Prerequisites:
level:
Armour,
to attack
granting
enhancement
MAGIC
l2,100gp)
form
of a feline,
55
found,
ring
its paws
is decorated
gracefully
with
the elongated
outstretched
length.
When donned,
the ring
the rhetorical
nine lives of a cat.
remaining
LIVING
MAGIC
though
Games
never
be taken
Masters
from
become
evident).
the ring
immediately
wearer
spell
and choose
which
the ring.
will be wearing
following
use of
t
t
t
t
t
t
t
he dies
of the
type
when
he
in the minds
a part
in the folklore
believed
truth,
to be a unique
many
darker
Staff,
is twisted
invested
within
than normal
Ogharn
population.
nations
and potent
druids
have
mystical
and warped
it but strangely
site.
by the powerful
tends
outlining
Human
skeletons
hang
Scarecrow
(1 charge)
Naturewatch
(I charge)
Contagion
(I charge)
Decomposition
Last
breath
Unhallow
Finger
(I charge)
(I charge)
(2 charges)
of death
(2 charges)
the vast
bark
from
the branches
naturewatch,
Craft
contagion,
finger
of death;
128,OOOgp
magics
is scarred
paths
scarecrow,
Unicorn Sword
of death
In
to live longer
Market Price:
trees of the
created
of
spells:
decomposition,
It plays
and is widely
possible,
with
of the general
of many
at the base
image
are placed
out toward
The wearer
Forge Ring,
9'\ Prerequisites:
gp
Market Price: 16,200
level:
reincarnate;
skulls
staring
of the world.
By touching
the ring in a
body
each
the
in. Immaterial
corners
die,
This
he returns
the character
form suitable
reappears.
Caster
form
from
from
him.
the trunk,
will
Id4 hours,
as though
can
which
of this ring
Within
cast upon
one charge
two charges
form,
the wearer
in a new body,
can expend
new
(for reason
vanishes.
had been
note
body
Should
will reappear,
reincarnate
should
a dead
of the
sword
benefits
from the
56
LIVING
chann
and hold
receives
spells
and abilities.
a +6 natural
annour
The character
bonus
to his annour
class.
is an inherently
evil or lawful
The character
may
use detect
wounds
three
moderate
wounds
once
a druid
of
subject
with
as
negative
times
each
levels
as though
cast by
wields
level.
The wielder
can use neutralise
5"
poison once each day as an
Each of
8" level druid.
these healing
abilities
requires
the wielder
to touch the
sword
sword
is treated
for purposes
as a dagger
of proficiency,
focus
every
passing
posseSSion,
bruised
relief
from
himself
The sound
lowered
or short
unicorn
at the creature's
small
brook
echoed
He had laughed
Ovedale.He
at the man.
of a wolf
with
be more
howling
from
Lilun
levels
dissipate
as soon
as
voluntarily
creator
Cost to Create:
and dust,
Before
Market
74,000gp
+ 5,920
horn
down
chill.
be good,
.'.m.'
"'","...mm ~."
thin air was getting harder to breathe
Loaded
sweat
to the character
must
a living
nightmare.
that should
with
material
from
Knees
have
view,
Falcon
books;
and threw
He threw
in the forest.
the pass,
ills father,
was hardly
difficult
a memory
alone
in the distance
cathedral.
made
daY to meet
fk
Falconjump.
down
Clean
as much
as his legs.
Around
him,
of owls
hooting
He
the thick
trunks
further
down
of doom.
by the priests
at all.
achedahnost
The sound
him again
and royal
had spent
maybe
silk shirt.
and climbed
three
escorted
and back
on a rock outcropping.
and dark
to the atmosphere
to cross
in the small
guard,
an hour
He had to keep
every
following
of
day for year
moving.
the cold
hamlet
almOSt
far it was.
even
at the rucksack
with
else is pan
one
you.
of
Everything
his
childhood
sighed
His shouldet$
moment
at bay.
to wash
He left
his hands
favoOOte
adding
a branch
climb
fora
days
the sllirt
hanging
Stop.
the foreSt,
The pass
itwould
man
Three
and pulled
rucksack
with
in Some ancient
the journey
of his
death,
The
of Falcon.
a mountain
through
columns
through
he was younger.
only
level
energy
the weapon.
relinquished
148,000gp;
dramatically.
broughta sUdden
instead
the floor
dark
had made
He had known
Drying
through
made. theyonng
onto
had become
the mountain
keep
the better
soaked.
receive
negative
sneezing.
ora
The sound
dropped
track
The energy
XP + the unicorn
wasgctting
his clothes
horn
Price:
temperature
a simple
falls;
the rucksack
of the fotest
when
and exha~ion
from
brought
found.
the horizon,
hour
relinquishes
and similar
As thc.$;II1 neared
receives
evil characters
in permanent
horn
by an
The unicorn
the horn.
If wielded
These
by any means
the character
The unicorn
item.
Lawful
levels.
do not result
is x2.
the character
level.
energy
be removed
good
character,
energy
two negative
multiplier
chaotic
MAGIC
the shirt
away
As he lifted
tuys
weighed
Kneeling
of your
a small
old life.'
StUffed
frog
Liam
ills
across
the pass.
mother
had
'You can
had packed
given
him.
The
as much.
down
next
to the rucksack,
he began
but somesltirts,
a blanket and ills trusted dagger.
the lightened
load onto ills shoulders and turned to continue
everything
to discard
Everything
his hike,
the relics
else he left
he noticed
the
The wolfwatched
clothes
and books
57
eyes
back
to the
THE LIFE
DRUID
OF A
58
THE CIRCLES
A druid's most immediate contact with the druid order
as a whole is his local circle. Any druid who spends
more than a few months in one place is automatically
considered a member of the local circle. It is perfectly
possible for a druid to never meet another member of
his circle or to have any interest in contacting them. A
druid circle can be almost any size and even its leaders
will rarely know exactly how many druids lie within
the circle's domain.
59
THE ELDERS
The least appreciated power a druid may develop in
this career is most important when it comes to trying to
understand the hierarchies that form within circles. As
a druid advances, his personal bond with nature allows
him to develop at least a partial immunity to the
ravages of time. The druid's appearance is no longer
subject to aging. Though the druid is still subject to a
normal life span for a member of his race, the youthful
vigour does increase his life expectancy a little and it
certainly increases the productiveness of his later
decades. The druid is not subject to the terrors of
senility and frailty as he ages, he is not subject to the
illnesses that plague older creatures and most druids
double their productive life span using this power.
THE TRADITIONS
Though every circle is a unique political arena into
which a druid must tread with initial trepidation, there
are a few traditions to which all circles adhere to some
degree or another. These traditions are taught to all
aspirants. Even a druid who has never stepped foot on
the lush green grass of a sacred grove knows the
traditions.
The Tradition of Hospitality. A circle is obliged to
offer hospitality to any druid that asks for it. A circle,
no matter its past relations with the druid, will feed a
druid and give him a place to rest for the night.
Hospitality includes a prohibition against requesting
information from the druid unless he first offers it. A
60
iWait:'Th~"(i;iti~t;,s
man running
Smiling,
Dyani
to look
voice
stopped
down
turned
tofuce
palpable
anger.
in her tracks.
her.
'How
the young
on the initiate.
Her eyes
Dyani
behind
man.
Dyani's
Though
he was
had a positively
my care.'
from
She stood
The man
caring
smile
perfectly
still.
dare you?'
a good
evil look
two inches
widened
than
managed:
I
:
completely.
His breathing
as she looked
taller
to them.
at him.
His hands
was heavy
The man
and clothes
with exertion.
were
He literally
in his own
abilities.
SlOWly, with
the meticulous
care
of ages,
Dyarii
spoke.
will need
'I
to speak
to master
Dai with
regard
to your
training.'
'My
training
is just
interfered.'
'That
The
fine.
initiate's
'1.amthe
best healer
Again,
choosing
You intervened
when
fist shook
spoke.
saving
you were.not
this circle
her words
ashe
has.'
The man
with care,Dyani
I could
Your training
shQuted,
spoke.
needed.
gave
it only
yourselfhetter
than
a moment's
'Of course
his fuceredwithanger.
'Your
interference
killed
that man.'
'A request?'
thought.
could
'I
in the circle?'Even
provemyselfhetter
than
you.
after
years
Do you think
of
you
could
prove
I am a recognised
healer.
I asked
again.
if you wanted
He began
In be recognised
to tlJrnsIightly
as a healer.'
as he waved
his arms
The man
shook
in the direction
of the
Dyani
'Very Well!'
a moment
coiled
meT
grove.
saved
was inadequate.'
The man
have
With
to notice
themselves
crackling
toward
hiss
a wave
of her hand,
what
about
of her spell.
She heard
sununoned
Throwing
With
snake.
her arnt$
ill agony
'Heal
as the energies
to seethe
her ellrse.
and began
off.
she turned
to walk
vitiate
maiden
of darkness
The
Initiate's
straight
initiate's
voice
Was barely
audible
the disease
61
of black
direction,
youthful
interfere
her.
the Strands
the writhing
manifested
~!!ever.
In step away,
thyself.'
thrown
he began
him scream
the strands
collision.
Dyani
behind
with your
below
energies
in his system.
features
dissolvittg
her:
healing
ag~~::.
energy
Dyani
under
had
the
leapt
of the
did not follow
the strain
of
or woman
who
successfully
enters
a sacred
positions
grove
them
will be assumed
a druid if they then request
hospitality.
Anyone
else may need to prove
themselves
name
members
in Ogham
refuse
hospitality,
certainly
circle,
there
propagate
sty.
any other
Only
working
honesty
tradition,
this
interpretation.
In some
circles,
reason
members
domain.
In others,
enough
can
expand
the smallest
to drive
order
the druid
The Tradition
All members
ofthe
and avenge
other
are expected
to both
domain.
Many
responsibility
never-ending
protect
creatures
within
could
and peculiar
manner.
circles
are able
living
creatures.
anyone
from
to know
the capabilities
of their
consider
peers.
between
on those
the circles,
to coordinate
druids,
members
part,
unique
individual
the dangers
Responsible
of
in its own
that threaten
small
druids
who
travel
never
taking
the efforts
mysterious
up home
wanderers,
of the circles
from
portion
in
of the druids.
lesser
which
the leaders
time
than
they at
it important
Druids
with
as the druid
as a collection
operating
it relies
of these
ranking
Druids
and
so that they
and powerful
merely
each
to deal
place,
Some
the circle's
druids
of Trials.
elders
them
reputations.
as extensive
circles,
The archdruids
Tradition
under
and
not function
of the world,
wilderness.
The
skills
autonomous
aimlessly
members
to prove
are an ever-going
of the archdruids,
those
their
An organisation
to
lie is
then,
circle
trials
so
open
testing
under
of the
More
might
These
on the part
druids,
to test those
the opportunity
leadership.
members
of a circle.
master
almost
from
are expected
newcomers
to others.
commitment
their
a leader
he would
Between
is no deception.
the smooth
Should
and removed
of Bone
themselves
by inscribing
surface.
be challenged
The Tradition
than
of the order
on a nearby
of power
and to give
in
stand
order.
They
except
the fates
through
apart
are invested
this authority,
the Jiving
world.
archdruids
from
with
they
authority
druid
over
himself,
and
In exchange
are generally
all druids
masters
forbidden
from
of
the
taking
an
they
never
take
seeking
it becomes
This
on the roles
to reveal
an absolute
complete
oflesser
their
true
authority
is invested
signet.
carries
with
items.
The item
it is.
Each
is rarely
Even
unless
necessity.
in the grand
what
druids,
nature
under
solely
archdruid
small
magic
recognised
for
the auspices
of a
detect
mildly
wearer,
it will clearly
status.
identify
him as
a figure
of almost
Though
some
archdruids
they
independent
archdruids
urgent
62
all.
Most
know
are rulers
creatures.
It is only
because
authority
in only
that their
authority
of the time,
will
symbol,
over
their
exercise
of matters
druids
the archdruids
the
the most
is recognised
content
at
THE
GRAND
DRUID
Every plane has its own grand druid. He rules over the
entire otherworldly realm that lies parallel to the plane
and all the inner circles within that plane are
answerable to this one druid. Sometimes, the grand
druid will journey to other realms within the
otherworld where he can gather with other grand
druids to discuss matters of concern to the whole
multiverse. Generally, though, the grand druid is a
rule unto himself and answerable to no one. Between
the extended life span of all high-level druids and the
reincarnation power at his disposal, the grand druid
can rule for centuries, even millennia, before stepping
down in favour of another.
considering
the incredible
order
- that
THE ARCHANIX
Beyond the inner circles, two major institutions exist
within the druid order. The archdruids are answerable
to the grand druid and his three advisors the fates but
they also serve the archanix, an inner circle that has
responsibility for the magic of the druids. So little is
koown about the archanix that many druids doubt it
truly exists. Only the grand druid, the fates and those
archdruids in their immediate employ know that the
archanix do exist.
Theoretically, the archanix are answerable to the grand
druids but, for the most part, they operate under their
own prerogative. Truth be told, any grand druid that
carne into conflict with the archanix would likely lose.
The archanix weave the druids' spells. The
otherworldly energies might fuel the druids' magic but
without the archanix, there would be no spells.
Though any druid can theoretically weave a spell into
the otherworld's mysterious energies, only the
archdruids of the archanix dedicate themselves to the
task and only they, through the vast stone circles
scattered throughout the otherworld, have access to
the Ogham scripts that describe every single druid
spell currently in regular use.
63
Only the grand druid can speak with the fates. They
answer to no other, except for a brieftime when they
may speak to both the grand druid and the one he has
chosen to succeed him. Though the grand druid is the
final arbiter in all matters, he rarely makes a decision
without first speaking with these mysterious three.
DRUID
In any case, at the end of the ritual, all the druids who
participated are invigorated. They are completely
healed, shrug off any negative energy levels or ability
damage they might have been suffering from and are
returned to their lives in the prime of health, cured of
all natural diseases.
CEREMONIES
The Samhain
Sambain is a time of wonder and mystery for druids,
when the otherworld pours forth into the plane where
they make their home. On the night of Sambain, all
druids are treated as though they were actually in the
otherworld for purposes of preparing and casting
spells. This means that they can prepare their spells in
half the time and that all their spells are considered
maximum, enlarged and empowered. Sambain is the
night a druid circle will choose for an offensive if
possible. Sambain lasts for the hours between sunset
and sunrise only.
64
THE OTHERWORLD
which the energies of life are poured and where they
can take shape.
THE
OTHERWORLD
THE OTHERWORLD
TRAITS
t
t
PLANE
The druid order has very little to say about the real
nature of the otherworld. No two druids entirely agree
about what the otherworld is. Many consider the
otherworld to be a direct manifestation of the energies
created by living things. Others consider the
otherworld to be a plane in its own right, one into
65
THE OTHERWORLD
function but is still lost asa preparedspell or
spell slot. If the check succeeds, the spell
operates nonnally.
between
This
to the
leave the
SAMHAIN
Other than druids and fey, who learn to cross the
boundary between the mortal world and the
otherworld with ease, few people have the power to
feel the otherworld at all. Only on sambain do the
gateways to the otherworld open in the mortal realm,
allowing the wondrous spirits and dark fairies to spew
forth into the world. Samhain exists on all the mortal
worlds.
THE MINGLING
WORLDS
OF
66
THE OTHERWORLD
PASSING
THROUGH
SPIRIT
Immersion CheckModifiers
Circumstances
Modifiers
ity
-5
id Training
;,-Druid castedevel
yHeritage
Grove
GUIDES
67
THE
OTHERWORLD
mu
ROll :spmtGii'IOe
Less than 5 Touched owl
...
. ..,
Touched lizard (tTInyj
["6- 7
If the druid appeared near or through a large source of water- nixie, otherwise a grig- mischievously
8-9
speaking to the druid using its power ofventriloquism
(50% chance that the grig has his fiddle with
him
a ead
as little more than a small breeze
mal touched air elemen
""lnilla
Smiling
16- 17
t:.1JC-
:19
20 - 21
122-23
24
- 25
126- 27
28 29
I 3U'-:n
32 33
134 35
36 - 37
138 39
40+
cat
this
cat
is both
touched
and
either
celestial
or
fiendish
(as
appropriate
to
the
druid).
In
addition 10 all its other powers, the smiling cat can use suggestion as a spell-like ability once each
da .
a WIS om
Touched elvenmaid.,3"level
druid with avera' e abili scores a
comes storming out of the wilderness to aid the druid
Centaur
..
.
Ihllchl'<l:nirewolf.
"".."
.t""
""
Pixie (I in 10 chance that the pixie can employ otto's irresistible dance)
Touelied ve(Y Jloun~ OhI~on"'an.Y.C<ilour sultameto tne ahita~S aMl1nment.
Unicorn (Games Master should re-roll for evil or lawful druids)
loucliei! DJillJtJ!j)g or dlst1lacer beast] as aDDroDrfatel
Touched medium air or water elemental (as appropriate to druid's entrance into the otherworld)
NvrnDh."clouds the druid to her beauty. Games.Master.mQtiliLre-rnll
lor evil or IswlUl <II'U,(\S
Touched dire bear
LillenolGames
MastersbOul(j.~roIJtoreVlI
or !itwlUl <ll'Ut(lSY
Touched dire tiger
...J teant",,',mtlalmne-treant
makes itSlHfknownas a bush or tree.
Anything the Games Master's imagination can conceive.
INHABITANTS
.".
OF THE
OTHERWORLD
The
otherworld's
inhabitants
and colourful.
energies
ftom all living
and hellish dimensions
is the original
home of the
and living energies
give
birth
to the brilliance
normal
giants,
of nature
in this world.
The otherworld
planes
are to clerics.
Encounters
any other
very
rarely)
those
might
plane.
found
creatures
ethereal
into the
what
the
the druid
but he must
can
be wary
of
wear.
could
The only
include
creatures
in the otherworld
native
creatures
never
(or
are undead
to the plane
of shadow,
and
astral
or
planes.
Otherworldly
Realms
The otherworld
is a diverse
thousands
of realms.
particular
plane.
realms
back
is to druids
in the otherworld
from
from
seeps
In this realm,
realms
that
outer
68
are varied
In the otherworld,
the living
planes,
all material,
celestial
change
which
Many
plane
As time passes,
to reflect
they
draw
is not a perfect
recent
living
ftactured
of these
realms
these
changes
energies.
reflection
'near
into many
mirror
shore'
in the plane
Each
of the plane
of these
but
THE OTHERWORLD
instead
nature
warp
the image,
and places
and ancient
completely
existed
century
with
lush woodland
than newly-built
for centuries
that come
amplifying
symbolic
the existence
nature.
has passed
and then
have
but some
fall again
groves
is reflected
more
cities.
Cities that
will be reflected
into being
of
Sacred
faerie
towns
before
faerie
at all.
races
Everything
In addition
to these
near
shore
realms,
otherworld
is filled
with
other,
more
realms.
mingled
with
plane.
Sometimes,
they
existed
for many
thousands
woodland
paradises
and sylvan
the very
are ancient
of years
that served
(touched
essence
realms
of the
that have
such
as the great
as the home
of the fey
and other
homelands
otherworld.
These
adrift
in the deep
to the material
time
elves).
ofthe
druid
these
realms,
to confront
there
are many
but there
to a druid,
are also
places
dangers
some
that have
infested
for a
places
druids
these places.
great
of the archanix.
A druid
cathedrals
themselves
who
could
Only
finds
even
though
know
petition
how
to find
only
in the
forests
These
time
and glens
realms
to time,
or at sambain,
are
drift
often
close
at the
creating
In these realms,
time is as fickle
as the
catch
up with them.
realm
must
immediately
in one ofthese
plane and in
A character
a Will
make
catch
returning
saving throw
from
to
a fey
(DC 25) or
for an audience
he should
deep
of nature.
a few dreamer
himself
from
from
realms.
the faerie,
the
are realms
full moon,
can be
manifestations
otherworld.
straight
more.
of Faerie
otherworld
is inspired
and is home to fairies, giants,
mysterious
plane
as
of the
The
that
served
is much
of
of faerie
the home
the plane
magical
The faerie
doorways
Among
about
the plane
The plane
unicorns
with
clarification.
applied
to the otherworld.
by old Celtic mythology
the deep
diverse,
some
described
needs
do so with
Result of Will
Twen
11
5
0
ourn
The no
time
I half the normal time
t enormatlme
I tenth the normal time
I bun
dt the normal time.
Journey is almost instantaneous.
20
25
35
4
50
when
travelling
*
times the normal time
Master
should
and multiply
calculate
the result
between
two points
one town
and another
DitTerent Plane**
4dl2 da s
2d6 hours
Id6 hours
5d8 minutes
Id6 minutes
that are themselves co-existent with same plane. For examon the same
continent
using
this power.
In this case,
the
how long it would take the druid to make the journey normally on foot (as the crow
by the nurnber
given.
..
69
THE OTHERWORLD
and body
are lesser
in the otherworld.
quality that lulls
to lose track
concernS
would
take
take
days
a creature
saving
of time,
to spend
hours
could
make
a journey
a journey
in minutes
or he might
that should
only
a character
modifier
to determine
Wisdom
modifier
with
this same
A character
with
Wisdom
would
haUling
be reduced
attempting
a specific
5, would
destination
move
in mind,
have
to the place
who
has been
throw
make
in the group
additional
member
in the
drive themselves
on when
in the otherworld.
before
there
directly
hells.
back
if he has either
or is led there
before.
the otherworld
Normally,
to a place
by someone
The only
aimlessly.
alternative
is to
A character
who
of wonderful
places
and
he can attempt
at any time
he has been before by
declaring
he wishes
aimlessly
For every
In armour,
must
10 feet.
make
in a group,
saving
to but, if a character
he will
of the otherworld
to
has wandered
fall prey
and may
to the
be lost
forever.
day the character
make
increases
without
in the otherworld,
must
Will
been
bedazzlement
of purpose
that his
to 15 ft.
a journey
would
find the
at only
the following
is travelling
the lowest
long journeys
terrible
journey
his
to the nearest
sense
and colourful
would
twice
is his strong
so distracting
speed
rounding
how
by using
his Wisdom
and applies
18 in the otherworld
of 50 feet; such
effective
with
minimum:
Wisdom
but a haUling
uses
initiative
to his speeds,
5 feet increment,
otherworld
using
wander
In the otherworld,
a speed
If the character
check,
A character
a
few minutes.
human
table.
making
can determine
has taken
that
instead
take
The character
the journey
aimless
of great importance
in
A character
who enters
staring
throw.
quickly
is
The otherworld
has a timeless
the spirit and forces many creatures
when
a Will
a Will
saving
by I for each
leaving.
wanders
throw
A lost character
assistance
of otherworldly
he
difficulty
in the otherworld
fails
the saving
will need
to search
denizens
to guide
throw,
out the
him
back
of these inhabits
will
to his doom, just for the fun
so.
TOUCHED
TEMPLATE
Touched
are creatures
that inhabit
Many inhabitants
of the otherworld
wonderful
creatures
to be mundane
they
5). The
If the character
he is lost.
of doing
the otherworld,
(DC
are not.
but many
creatures
They
in the otherworld
of the creature
These
They
resemble.
in the otherworld
from
the very
essence
look
They
or they
world,
live
are a reflection
may
might
contact
sight
but
creatures
have
have
of the otherworld,
of a creature's
at first
the normal
permanently.
born
manifestation
others
from
are touched.
they
the otherworld.
are unique and
been
been
spun
a direct
with
the
otherworld.
Touched
is a template
beast,
dragon,
beast,
monstrous
to hereafter
with
creature
noted
70
uses
plant
creature').
become
the creature's
here.
giant,
humanoid,
as the 'base
this template
otherwise
elemental,
to any animal,
humanoid,
(referred
Animals
or beasts
magical
beasts,
type is unchanged.
creature's
magical
or vermin
abilities
but
A touched
except
as
THE OTHERWORLD
Special Attacks:
special
A touched
attacks
Wisdom
or Charisma
of the following
score
spell-like
Dice it possess
used once
creature
retains
a day unless
than
abilities
(minimum:
I).
all the
Creatures
for every
These
otherwise
with
10 receive
DEATH
4 Hit
abilities
Druid
can be
characters
relationship
specified.
Confusion
t
t
Dancing
t
t
dimension
t
t
Detect
than
appropriate
aligrunent
to creature's
door
- 3/
Entangle
Ventriloquism
choose
one
planes.
living
course
abilities
throw
difficulties
is 10 + the level
creature's
charisma
for these
of the spell
spell-like
modifier.
Like
Qualities:
special
A touched
qualities
creature
of the base
creature
retains
and also
all the
gains
portion
of the energies
light
Damage
Spell
vision
dead
Resistance
5/
+1
equal
HD (maximum
to double
Same
the creature's
25)
Same
as base
creature,
back,
a place
for their
distillation
oflife
Feats:
Same
is shattered
through
the
but intelligence
is at
reason
settle
into the
can use
In the midst
of this
the essence
of
of individuality
worlds
fitting
for it.
Any
land
and underground
(the
Organisation:
Same
Rating:
where
falls
it passes
to
Up to 3 HD, same
magic
can be found.
a living
creature.
reach
that spark
of self,
fuelled
druids
would
With
their
unlimited
negative
would
now
consider
is
planes
reside
energies
energies
be undead,
never
fragment
planes
Though
it would
not by living
by the remaining
most
The
can certainly
The result
that the
between
onward
to animate
that was
solely
as the base
access
+2.
in
but
released
at
an abomination
making.
The otherworld,
actually
such
mingle
went,
is its need
the dead
moments
71
the negative
body.
bring
as base creature
living
back
of death,
power,
deities
power
druid;
as base creature
Same
to a source
to balance
+3
Same
phenomenon
differences
4 to 7 HD, same
Same
otherworldly
that travels
magic
death.
Advancement:
they
necromancers
and druidic
otherworld)
Alignment:
the
of
the soul,
between
most
it across
energies
a body
Climatefferrain:
Treasure:
not
of life makes
foul magics.
cracks
insufficient
druid
HD +, same
the barrier.
in a fashion
The negative
which
energies,
oneself,
of the soul
Same
+1.
at death
a small
it through
where
from
the energy
cIerical
Skills:
creature
the
of
least 8.
Challenge
Only
fragment
essence
11 is in this bizarre
Abilities:
but, while
currents
the outpouring
can make
off
energies
a prism.
are reflected
body,
the afterlife
Saves:
the
radiates
these
are steady
death
5
Reduction
energies,
the otherworld
energies
hitting
creature
the otherworld.
barrier
Fire Resistance
with
Over
the
Only
Low-light
is more
in states
creature.
collides
unlike
following.
t
t
with
these
of the
that there
the living
creatures
literally
In essence,
Special
and is
one or more
is a transition
all living
ofliving
that
of the departed
into contact
power
+ the touched
more
At death,
that.
of a few minutes,
come
special
dies.
usually
of death
its energies.
a very
and it is never
than
energies
energies
The saving
passes
Druids
The moment
3 / day
one of them
soul
to the process
- I / day
day
3 / day
when
outer
have
the otherworld
creature's
called
Lights
good
THE
with
obvious
living
AND
OTHERWORLD
one
energies
still residing
on the other
will never
hand,
when
either
the energies
or must
the
it to the
Druid
operate
energy,
in the
where
relinquish
can provide
positive
spells
that
within
have
yet to
call forth
the act
THE OTHERWORLD
ofnaturnl creation,giving birth to a whole new entity
that just happens to share some small spark of
individuality with the original being
reincarnation.
".."".
".."
within
the otherworld
- one
".......................
FalcontUl11edbacktO\i\'ardthestandirigst.Qne
grove. 'Here, in this place,lhe energies oflheJand flow free: rhave alllneed tdbring backthewomanyoulove.'
Aerie folded his large arms across his chesl and smiled.
'Prove it, druid. Iput more faith in the magics of the old fool who calls himselfconrt wizard than I do in your tricks.
The most. powerful
magic I have ever seen you perform is 10 turn yourself into}'our namesake, a weak and graceless
,
'I understand your anger,' Aerie said,sitting down on alarge log that had faUen across the boundary of the grove.
'But you shouldnottakeyourangerout on me.' Aerie closed his eyes andconcentrated.Aerie knew hetterthanto
disturb him but he couldltear the man grumbling under his breath. erierihadno
taste for feeling helpless.
Within the grove, it was an easy thing to.touchthe otherworld. Though dusk was coming in the real world, the
grove was still lit in midday brilliance on the other side of the veil. C()iled around the stone in the middle of the
grove, a great crimson serpent-dragon was resting. Fine mist hadsettledarOllnd its body.
'Sadinar.' Liam waswell awarethatAerie couldstill$eeltim ashespoke. 'Wakeup you old fool.' The dragonstirred
slightly as Eric spoke. 'lneed your help.' The dragon opened one lazy eye and turned its head toward Liam.
Uncoiling itself, it raised its Ite>idonto the top oftltestanding stone, Itobreath was thick and warm. The old
seneschal blinked at Falcon as tbOugh ithadnevecseen him before.
'Liam!' Thecreatum'svoicehellowed
began his hibernation. 'lsth,tWo?'
72
MAGIC
DRUID
DRUID
MAGIC
he true nature
of druidic
closely
guarded
secret
within
the order,
only
leaders
magic
is the most
of the druid
the most
order.
power
understand
Even
circle
the true
breadth
elves
and dragons
groves,
generates
living
boundaries
fabric
between
ofthe
permeate
These
up to the vast
energies
worlds
otherworld.
and ancient
that pour
over
energies
freely
all of creation.
otherworldly
energies
that powers
into a suitable
preparation
energies
to shape
the duty
them
time
order
immemorial
it has been
of the otherworld
This
constrained
been
to suit their
current
to discover
the creation
of druid
druids,
greatest
has always
magic
there
spells,
itself,
the energies
Spell
that other
power
could
threatening
spells
clerics
and other
in much
the power
behind
divine
spellcasters
themselves
weaving
sets or when
do not require
prepare
spells
it rises.
Druids
energies
attempt
are some
sunset to prepare
their
spells onece each day.
sunrise,
he can only
sunrise
though
following
sunrise
he can choose
spells
again
to wait
until
from
or
prepare
to the
and other
the otherworld,
the archanix
energies
into spells for
druids
to weave
that make
from
This
a spell
process
Any
up the otherworld,
to memorise
a spell
to use.
to the archanix.
it. It is easier
the druid
spell
they
other
sources
are more
of
druid
of
can even
the centuries,
the otherworld
has been attuned
spells by the continuous
work of the archanix.
a period of rest to
either when the sun
has
his mind
is not exclusive
can attempt
as
weave
Druids
They
not normally
SPELLS
Somewhere
deep within
shape raw otherworldly
but there
does
as the character
to weave.
WEAVING
of all
manner
This
in the same
immerse
the heart
differences.
Time of Day:
prepare spells.
learnt
spells
and attune
personally
attack
the same
to prepare
Of course,
PREPARING DRUID
SPELLS
prepare
time
check
mind
everywhere.
Druids
in the otherworld.
an immersion
sufficient
their
prepare
able to reshape
needs.
require
the order
Druids
as a cleric
themselves
are
druids,
Preparation:
manner
druids
and their
druids
was a mortal
they
use.
of the
the divine
spells
of other
were others
of druidic
to shape
into
by the workings
spells
been
currently
the duty
individual
has always
they
Though
as a whole
available
circles
is the druids'
weakness.
the
is no divine
has woven
energies
greatest
themselves.
archanix
can use.
This
When
divine
this
Though
there
into spells.
the druid
of the otherworld
and places
disposal.
are divine,
of the druids
Over centuries,
Since
form
at the cleric's
otherworldly
being
the
into the
difficult
to
over
to these
Spells
to
weave.
at
the following
the
The process
of weaving
The archanix
libraries,
with
sunset.
druids'
73
Ogharn
spells.
writing,
begins
great
contain
The process
with a spell
circles
of stone
the formulae
of creating
formula.
riddled
for all of the
a new spell
DRUID MAGIC
formula
is extensive
be great,
from other
Formula
while
spend
and difficult
ofthe
requires
immersed
within
time communing
the otherworld.
the spell
druid
help
is likely
The spell
to an arcane
check.
meditation
scroll
form
for
The druid
the process.
a minimum
materials
can be provided
all be collected
using
before
makes
the druid
is attempting
a Spellcraft
difficulty
foraging
period
druid
research
check.
to create
but
such
of spell
that
taxing
(such
--
-- -
list
.Any
other
spell
hours
formula
while
During
activities
perform
mentally
The
to stop
at a time.
light
He cannot
day
working.
in only
be considered
each
longer.
any
or physically
druid
cannot
due to hunger,
take
the druid
!!!fficu.!!y
10 + spell
level
ISIH'spell
level
This
requires
a quiet
preparation.
make
30 + spell
level
3Sf$pcll
level
can weave
The druid
a Spellcraft
of incorporating
on the druid
IS + spell
otherworld
list.
spell
Preparing
the spell
process
preparation
more
than
multiple
74
spells
time.
drowned
it
the intention
selection.
If the
that
is not
lost.
The
of the archanix
spell
out.
If the character
preparation
is added
wishes
of the spell,
of the spell,
to the
to prepare
he must
greatly
before
the weaving
one version
versions
spell
magic,
he
formula
for any other spell will
the spell as part of his own selection.
be incorporated
The time
with
the work
process.
a spell;
of releasing
be immediately
with
of druidic
are completely
dispersing
weaving
to weave
list, it will
do not release
In this mass
spells
a spell
of the spell
as above)
the intention
is saturated
and they
(DC
or he can weave
releases
The
The character
when
with
check
and calm
per level
himself
into the
for spell
~2S!fspell
level
the spell
suitable
requires
for
one he created
to weave
Weaving
the spell.
formula,
rules
book.
environment
must
20 + spell
he must
it into a stone
otherworld.
and immersion
3S1Cspell
follows
formula,
or carve
in a wizard's
his spell
in a book
a spell
A druid
process
l!",e.l
has created
the formula
recording
Completely ne;";'pcll
Spell suitable for druid spell list
else
as spellcasting).
somewhere.
rs-pelHound moneofthe
follOW1ng
clerical domains: Air, Animal, Death,
Earth, Fire, Healing,Magic,
Plan!,
Sun or Water
Spell found on bard spell list
on one spell
if forced
receives
by working
or walking.
could
for eight
if
text.
the
. ~....~..~~.~--
to work
work
of Ogharn
the character
the process
as talking
Once
! ~p'en
to the check
to the check
in the form
he can engage
action
record
..
20 on this Spellcraft
a +2 bonus
or a + I 0 bonus
can do nothing
the
The type
determines
can only
rest periods,
begins).
time,
rush
The druid
rules
the research
scroll
to the spell
is assumed
and cannot
worth
10 or take
receives
These bonuses
do not stack;
only the best bonus.
dedication
from the
is impossible
and a
requires
take
of a divine
he has access
of the formula.
during
cannot
The character
or divine
in the creation
research
The druid
per level
materials
must
in isolation;
to end up fasting
formula
of one week
can
gained
order.
time
The process
requires
complete
druid, so hunting
and foraging
druid
is the prestige
the otherworld.
with the spirits
Access
is a great
of which
weave
increasing
his
DRUID MAGIC
preparation time. The druid must also put aside a spell
slot for the spell before making the Spellcraft check. If
the Spell craft check fails, the druid cannot use that
spell slot that day but can attempt to weave another
version of the spell and incorporate it into another
spell slot not yet filled with a spell.
Fey characters with spell-like abilities and access to
the druid class can attempt to weave any spell that
they have as a spell-like ability. This requires the
normal Spellcraft check but the fey does not need to
prepare a spell formula; his own spirit provides all he
needs to shape the otherworldly energies.
DRUID MAGICAL
WRITINGS
Though druids understand and sometimes even use the
divine languages of clerics and others to write down
their spells, more often than not, they record spells
using their own secret language. Spell formula, the
great tomes of the archanix and many scrolls created
by druids use this language instead of the normal
arcane language. Only characters who know the secret
druid language may decipher scrolls and magical
writings in this language. This still requires the
spellcraft skill.
.Faerie Magic
and DruidMagic
.
Bear's Fury
Transmutation
Level: Drd 5
Components: V, S, DF
Casting Time: I action
Range: Personal
Target: You
Duration: I round/ 2 levels (D)
weave.
NEW
DRUID
SPELLS
- 2 penaltY
to armour
class.
75
DRUID MAGIC
points occur simultaneously but, should the character
still have less than 10 hit points after the healing, he
dies. While this spell operates, the druid cannot use
skills or abilities that require patience or
concentration, such as moving silently or casting
spells. He can use any feat except Expertise, item
creation feats, metamagic feats and skill focus (if it is
tied to a skill that requires patience or concentration).
Brother's
Staff
Transmutation
Level: Drd 3
Components: V, S, DF
Casting Time: I action
Range: Touch
Target: One touched noumagical oak quarterstaff
Duration: 10 minutes / level
Saving Throw: None
Saving Throw: No
(-
BeastFriendship
Enchantment(Charm) (Mind-Affecting)
Level: Drd 3
Target: One beast
Change Form
Transmutation
Level: Drd 4
Components: V
Casting Time: Special
Range: Personal
Target: You
Duration: Instantaneous
Casting this spell is a ftee action and it counts against
the normal limit of one quickened spell each round.
The druid who casts the spell may use one of his wild
shape abilities once more that day, so long as he
initiates the transformation within I round of casting
change form. The character must choose which wild
shape ability will benefit when he casts the spell and,
if he transforms into a creature that requires more than
one daily use, he must still sacrifice some of his daily
allotted uses of wild shape in addition to the ftee use
granted by this spell.
Drd 4, Rgr 3
Components:
Casting
Range:
76
V, S
Time: I action
Personal
DRUID MAGIC
Target:
You
Duration:
I hour
The druid
through
casting
wild
the ability
self
The
druid
to see
and similar
does
currently
example,
resembles
a human
a bird would
wizard
reveal
a humanoid
creature.
Spells
or shapechange
spell
the character
check,
he begins
(Charm)
Level:
Drd 5
Target:
One
this
This spell
operates
except
once
of creatures
he can
starts
third
dead,
shell
the
In the
to die, dropping
round,
the
the target's
has an effective
The
of20.
target's
body
armour
shell
has
A character
this check
increased
Material
as animal
instead
the
to 0 hp.
life
is
is perfectly
have
class
of 15 (- 5
been
destroyed.
From
spell.
an elemental
his Concentration
and down
+ I 0 natural).
and a hardness
class
manner
it affects
the
in the amber.
Dexterity,
Affecting)
in the same
round,
the character
On
Once
Incorporeal
that
fails
unconscious
points.
attempt
(Mind-
finally
to suffocate.
round,
I hit
The amber
elemental
friendship
extinguished.
Elemental Friendship
Enchantment
falls
Each
by 1.
as
fool
his breath.
increases
When
preserved
into
abilities
that actually
as a wild shape or a true
completely
class
following
(avian).
as the druid
holding
difficulty
to
For
of this spell
of an animal
so long
or spell-like
type, such
a subject's
entirely.
polymorphed
to the caster
instead
functions
type
currently
himself
(human)
spell
another
continue
character
original
form but he does immediately
know
of creature
he is looking
at, even if the
creature
change
gains
polymorph
abilities.
creature's
what type
form
this spell
shape,
shapeshifting
This
/ level
of
once
each
round
by + I per failed
creatures
attempt.
are immune
Component:
check
may
to encase
in amber.
a conifer
tree.
Freedom of Size
an animal.
Transmutation
A druid
have
is limited
in the number
befriended
at one time
friendship
spells
friendship
spell
number
caster
whisperer
equal
befriended
dismiss
in Core
feats
creatures
than
the total
l) to a total
Range:
Personal
twice
Target:
You
a druid
can have.
new
Duration:
beast
ofHD
A druid
ones
his
ofthe
number
to befriend
Rulebook
and membership
can increase
elementals
any of the
to but no greater
Certain
class
(using
in this book
outlined
ofHD
level.
outlined
Level: Drd 6
Components:
V, S, M
Instantaneous
of
Using
may
this spell
normal
at any time.
The character
shape
Encase in Amber
Conjuration
druid
Level: Drd 6
Components:
V, S, M
Casting
Time:
Range:
Close
Target:
One creature
Duration:
the new
I round
choose
Throw:
Reflex
from
size or smaller
form
which
this spell
The druid
a prison
around
brings
the target,
The
suffocate.
outside
each
the spell
may
the form
of a creature
with
limitations.
The
his normal
do this ifhe
transforms
the
round.
within
one
shape
abilities
The druid
must
will benefit
it is cast.
target
ofrounds
After
Concentration
carmot
check
A chrysalis.
move
or talk
his breath
to
for a
his Constitution
the character
(DC
in the
and begins
can hold
to twice
into existence
creature
equal
this time,
Component:
encasing
The target
Material
negates
Yes
score.
that casts
to assume
against
spell
Spell Resistance:
number
can only
and counts
of one quickened
Instantaneous
Saving
shell.
ability
size category
(Creation)
is a free action
maximum
10) every
must
round
make
in order
to
77
DRUID MAGIC
the conditions used by the contingency spell (see Core
Rulebook I).
If the creature is attacked physically, it will awaken
immediately but dispel magic and antimagic effects
(including Morden's disjunction) cannot awaken the
creature prematurely.
Material Component: A tuft of hair from a bear.
Hibernation
Transmutation
Level: Drd 7
Components: V, S, M
Casting Time: I action
Range: Touch
Target: Creature touched
Duration: up to 10 years / level
Saving Throw: None
Spell Resistance: No
.:
- --
- 19
78
!lses Tral,!,sfemd
~u~eger
2.a,r
~ uses.perday
3 usesper day
.! uses.~er !!iIx
5 uses per day
DRUID MAGIC
target, the targetcannotcombinetheseto assumethe
form of another creature.
In all other ways, the transferred wild shape ability
works as it would for the casting druid.
Lighten Burden
Transmutation
Level: Drd 2, Brd 3
Components: V, S, M
Casting Time: I full round
Range: Touch
Target: Up to 6 creatures, all of which must be
physically touching when the spell is cast.
Duration: I hour / level
Saving Throw: Fort Neg. (Harmless)
Spell Resistance: Yes (Harmless)
79
DRUID MAGIC
light
load.
up to 791bs
maximum
carrying
as a medium
capacity
load
and has a
of J 20 Ibs.
Material
component:
The
spell is a bird's feather.
material
component
for this
Magical BeastFriendship
Enchantment (Charm)
Level:
Drd 6
Target:
One
This
spell
Magical
functions
animal
friendship
magical
beasts
A druid
is limited
have
caster
in the number
equal
class
magical
as an
it operates
on
of creatures
(using
to but no greater
feats
a druid
beasts
he can
any of the
in this book
can increase
creatures
marmer
that
of animals.
Certain
befiiended
dismiss
except
at one time
ofHD
level.
whisperer
in an identical
spell
spells outlined
spell outlined
friendship
number
Beast
instead
befiiended
friendship
(Mind-Affecting)
than
and membership
twice
to befriend
new
collapsing
his
ofHD
A druid
ones
Material Components:
mystic bag.
of
may
Bag
Drd I
Components:
Casting
Time:
Range:
Touch
S,M
I action
Otherworld
Passage
Transmutation (Teleportation)
Level: Drd 5
Components: V, S
Casting Time: I action
Range: Personal and Touch
Target: You and up to 50 Ibs I level
Duration: Instantaneous
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)
Transmutation
Level:
space.
at any
time.
Mystic
dimensional
of the beast
components
80
DRUID MAGIC
anotherspellcasting class he possesses. The character
can augment the spells usingany metamagicfeatshe
SaVing
Throw
20
15
10
I
Place of Casting
Sacred grove (natural)
Sacred grove (caster levellO"'or low.,.)
I
Sacred grove (caster level II" or higher)
While ina place. of extreme natural beauty
!WhUe $Ceing reflection in natural water
This
Will
spell
can be cast
the otherworld
where
the druid
others,
of natural
a save
will appear
in the otherworld.
requires
Since
the druid
beauty
based
Casting
can only
- 25
it in
on the place
if he successfully
the plane
or to sacred
15
25
journeys
is co-existent
really
travel
with
to places
groves.
Plunder Grove
Evocation
Level:
Components:
V, S
Casting
Time:
Range:
Medium
Target:
Duration:
I action
(100 ft. + 10 ft./level)
I round / 3 levels
his power.
range
The grove
of the druid.
The
must
be within
seneschal
of the
Each
plunder
grove
is castuponthe grovebeforethe
fails.
For anchored
the caster
level of the site by I. As a result, the caster may
groves,
this spell
permanently
channel
the site's
energy
reduces
For the duration of the spell, the caster may cast one
spell each round so long as its level is equal to or
less than Y, the new caster level of the site.
These
81
DRUID MAGIC
infonnation pertaining to this spell they find in the
wizard's spell books or libraries.
Protection
from Air Creatures
Abjuration (Earth)
Level: Ord 2, Sor / Wiz 3
Abjuration
Components:
Protection
Level:
Level:
Touch
Target:
Creature
Duration:
Saving
Throw:
deflection
fire
and resistance
/ level (0)
Will
Resistance:
This
Negates
(harmless)
No (see text)
spell
wards
creatures.
bonus
except
applies
that
It protects
of fire creatures
the
around
to creatures
the subject
a creature
from
Touched
I minute
Creatures
As protection
V, S, M
Time: I action
Range:
Spell
Protection
from Earth
Abjuration (Air)
Fire Creatures
Casting
from
(Water)
at a distance
of one foot.
The
effects:
First, the subjectof this spell receives a +2 deflection
bonus to annour class and a +2 resistance
bonus to savesagainstthe spell-like and
supernatural abilities of fire creatures.
Protection
from Water
Abjuration (Fire)
Level: Ord 2, Sor / Wiz 3
Creatures
82
DRUID MAGIC
Material Component: A small sapphire (lOgp worth)
and the ashes from a bonfIre.
Restless
Abjuration
Level: Ord 4
Components: V, S, OF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: I day I level
Sand Sprout
Evocation
Level: Ord 4
Components: V, S
Casting Time: I action
Range: Close (25 ft. + 5 ft./2Ievels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: Yes
A stream of sand sprays forth from the druid's hand,
blasting everyone in its path and potentially burying
the druid's opponents. All the creatures in the area of
effect take I d4 points of damage per 2 caster levels
(maximum: 15d4) from the impact. In addition, each
affected creature of medium size or smaller must make
a reflex save or be buried under the resulting sand.
These creatures must be dug out. They cannot breathe
and will begin to suffocate. They may attempt to dig
themselves out but this requires a Strength checks
(DC 25). These creatures can only make one attempt
each round and each failed attempt increases the OC
by +1.
Spirit of Transformation
Transmutation
Level: Ord 7
Components: V, S,M
Casting Time: see text
Range: Personal
Target: You
Duration: Instantaneous
Casting this spell is a free action and it counts against
the normal limit of one quickened spell each round.
83
DRUID MAGIC
Spell Resistance:No
This spell summons a horde of creatures to do the
druid's bidding. These creatures can appear anywhere
within range of the druid. They act immediately, on
the druid's turn. These creatures attack the druid's
enemies to the best of their ability. If the druid can
communicate with the creatures, he can direct it not to
attack, to attack particular enemies, or to perform other
actions. Summoned creatures act normally on the last
round of the spell and disappear at the end of their
turn.
nature's
Summon Nature's
Horde IV
Conjuration (Summoning) (see text)
Level: Drd 8
Effect: Several creatures that appear within range
he desires
(Summoning)
Level:
Drd 9
Effect:
Several
creature
Horde
(see
text)
within range
that appear
nature's
horde I, except that the druid can
summon 2d4 + 2 creatures
from the 5" level list in the
Summon Nature's
Ally table in Core Rulebook
I, 3d4 +
3 creatures
from the 4" level list, 4d4 +4 creatures from
As summon
Summon
Nature's Horde
II
the
3"
level
from
the
level
from the
2""
level list.
I"
Conjuration
(Summoning)
Nature's
Conjuration
(see
text)
Level: Drd 6
Effect: Several
creatures that
appear within range
Level: Drd 9
Effect: Up to 36 Hit Dice of summoned animals,
beasts, dragons, elementals, fey, giants, magical beasts
or vermin,no two of which canbemore than 30 ft.
apart when they appear.
As summon nature's
horde
I, exceptthat
Watery Master
Transmutation
Level: Drd 8
Components: V, S, M
Casting Time: I action
84
DRUID MAGIC
Range: Personal and touch
Target: You and touched objects or other willing
creatures weighing up to 100 Ibs. / level
Duration: 10 minutes / level (0)
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
Weave Vessel
Transmutation
Level: Ord 6
Components:V,S,F
Casting Time: 10 minutes + the casting time of the
spell
Range: Touch
Effect: Spell is imbued into focus
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
Using this spell, one druid can place one of his own
prepared spells into a vessel from which he or some
other druid could later prepare that same spell. The
vessel for this spell can be anyone object that the
85
DRUID MAGIC
druid created with his own
any metal but can be made
The druid
stored
druid
This
casts
this spell
in the vessel.
currently
vessel
detect
magic
+ the spell's
and then
This
Venomous
can include
to be
any spell
glows
and a successful
level)
Any druid
in hand
can prepare
in which
reveals
Spellcraft
which
preparing
his spells
the spell
the spell
spell
Level:
the
light.
check
(DC
is stored
with
in the vessel.
was prepared
15
Time:
Range:
Touch
Effect:
The desired
Saving
allows
another
druid
The
druid
casting
vessel
can be anyone
worth
of no less than
stored
within
the spell.
object
The object
10 sp per level
must
spells
Using
this spell,
water
and asp's
created
wishes
directly
by the
This
a market
of the spell
No
the druid
venom
can only
this spell.
using
have
None
Resistance:
the
the spell
to prepare
poison
Instantaneous
character
this spell
1 action
Throw:
Spell
to end immediately.
Using
V, S, F
Casting
Duration:
the vessel
causes
Drd 5
Components:
in the
Using
Vial
Transmutation
has memorised.
vessel.
vessel
skill.
from
The
spell
produce
druid
to create
exposed
converts
must
have
be cast
poisons
studied
venom
is introduced
Material
Focus:
The venom
The
using
the poison
in the past
on natural
the asp's
vial of
he desires.
mundane
or at some time
to its effects.
can only
a small
water
have
he
been
into which
to be
it.
venomous
of an asp or some
other
snake.
Vermin Friendship
Transmutation
Level:
Drd4
V. S, M
Components:
Casting
Time:
I action
levels)
One vermin
Duration: Instantaneous
Saving Throw: Will negates
Spell
Resistance:
Using
Yes
this power,
the druid
transforms
complete,
vermin
creature
the vermin
acquires
becomes
an intelligence
vision.
attacks
a beast.
The
of 3 but does
It retains
its
and qualities
of a beast friendship
is limited
in the number
spell.
of creatures
86
ofHD
than
DRUID MAGIC
~7
PATHS OF THE
SHAPESHIFTER
wizards
and sorcerers
of wild
shape.
versatility
in Core
Ru/ebook
into animals
assume
the form
extraordinary,
This
assume
match
druid
the ability
of an elemental,
outlines
Using
typical
and shapes
spell-like
chapter
ability.
even
f masters
of all sizes
cannot
The
including
extended
the rules
rules
dragons,
is
form
to
New
off.
shape
a character
can
minor
the druid
The druid
physical
feathers,
may
can freely
qualities
(e.g.
This
range
grants
Disguise
the druid
adopt
designate
only
range
for a member
the druid
checks
while
the druid's
in the chosen
the druid
a new
that
reappear.
in the wild
equipment
form
objects
equipment
form
fall
changes
one form
attack
form's
bonus
retains
and base
his original
saving
type
to suit the
throws.
extraordinary
for a creature
The subject
loses his supernatural
acquires
the Strength,
Dexterity
bonus
abilities,
the creatures
species.
druid
to
may
qualities,
form.
whose
acquire
character
spells,
form
The druid
and
spell-like
acquires
he assumes.
In addition,
special
Which
depends
abilities.
abilities.
The druid
and Constitution
of
the
abilities
abilities.
and
base
humanoid),
the creature's
including
extraordinary
Wisdom
alignment,
(usually
hair colour,
of the chosen
a +10 circumstantial
when
uses
When
these
beast,
some
and
the new
eye colour,
the normal
wore
form
animal,
plant,
melds
or assumes
he
is one
new form.
of that race.
Significant
qualities;
gender, height,
weight,
can also be controlled
and must remain within
the normal
items
The druid
Charisma,
wild shape,
per use.
the equipment
dies,
form
ooze,
non-functional.
use equipment,
If the new
undead),
undead.
Using
normally
not
any other
the druid
(aberration,
form
he had
does
If the new
elemental,
to his original
his wild
or provide
When
form.
dragon,
using
as though
damage
and becomes
does
all their
ability
or vermin),
form
this healing
beast,
returns
abilities.
fey, oozes
ofa
undead
learns
a new
hit points
to his humanoid
magical
the
acquires
he regains
temporary
that does
in this chapter,
returns
to transform
and supernatural
rested
benefits
outlined
and later
the druid
power,
restore
When
shape
and
spell-like
of these
and
abilities
the
on his level
in the druid
any general
shapeshifting
class.
The
druid
does
not acquire
power
the creature
power
to transform
to that creature.
gain
might
into a unique
For example,
the shapeshifting
allows
the dragon
ability)
possess
powers
to become
but he does
gain
but he does
form
only
the druid
ofa
would
dragon
a humanoid
the ability
gain
the
available
not
because
this
(a general
of an elemental
become
a whirlwind
as this represents
only available
to an elemental
of that
a unique
type.
to
shape
PERSONALISING THE
POWER
A druid using these rules ignores the normal
wild
shape progression
outlined
in Core Ru/ebook
f.
one of
Instead,
starting
at Sob level, the druid acquires
the following
(except
for
special
before
he can choose
The
first power
the following
88
wild
and
9"
prerequisites
shape special
abilities
every level
have
13'"). Many of these abilities
that the character
must fulfil
the ability.
the character
basic
powers.
purchases
Each
must
of these
be one of
powers
Prerequisites:
--
Ani,!!al S.fecia!!!,a,!!?,,!ls
AvailableAnimals'
Aquatic
Porpoise
";u-;~
--
i3c
--
ng.S():'..ng.S()&!C..
Cheetah,
...
ear
Eagle
leo"rard
- Pony,war.110nX- - Shark
--
-----
S eciallsat/on
---~
-=-----0;' !1'ght
warb,ors'e:"
mule
- ----
- -
..!;jiantlizard
Ba~on
'Co"iiSttTctOTsnake.
small viper snake,
medium size
vi rsnake
A small or medium size druid needs to take one or more advanced powers to transfonn himself into these fonns.
89
The druid can assume the fonn of a fey once each day.
To use this ability, the fey must have a challenge
rating equal to or less than one half the druid's level.
Prerequisites: 10" level druid, Knowledge
(otherworld) 5 ranks, the ability to speak sylvan.
90
The druid
may
specialise
in one
Specialisation:
A druid
may
choose
his
to specialise
monstrous
humanoid
when he first acquires
this power.
Any monstrous
humanoid
available
in the game is
of
suitable
times
he
for specialisation.
specialised
normal
version
but,
druid
of the power
should
he wish
specialisation,
he must
instead
one.
of just
The
may
twice
to artain
sacrifice
use the
as often
a form
three
daily
as
ever
outside
his
druid
using
the character
temporary
ooze
this power
uses
this ability,
hit points
(see
ooze
dissolves
temporary
Prerequisites:
12" level
Specialisation:
The
other
into ooze.
he receives
as determined
a number
table
of
uses
of plant
monsters
the Games
Master
in his game.
below).
druid.
halfthe
druid
he must sacrifice
collection
allows
When
hit points
wish to transform
each
this ability.
he first acquires
specialisation,
uses
when
druid's
level.
taking
Prerequisites:
the form
he will
undead
one.
power.
Using
the druid
number
need
of an ooze
outside
his specialisation,
of just
Specialisation:
Ooze Size
Temporary
IGargantuan
IColassa!
druid,
A druid
knowledge
(necrology)
instead of one.
undead
druid
form
may
doubles
three daily
specialise
in his game.
corporeal
5
10
15
20
30
each
A druid
day.
assume
available
the form
uses
in anyone
The druid
the
the
he must sacrifice
The
to specialise his
may choose
this option,
his specialisation,
llit Points
!Flne
1.Diminutive
Tiny
Small
Medium
Large
linge
level
Ooze Temporary]l1tPoints
I
8"
5 ranks.
of any vermin
who transforms
once
into a
himself
form
druid
to assume
shrub
or a large,
limbs.
There
maintain
Prerequisites:
the form
dead
This
but,
ability
ability
of a small,
tree trunk
is no limit
this form
replicates
wild shape
spell.
to how
Specialisation:
as a special
allows
living
a specific
the
He may
tree or
with
a small
long
the druid
number
ability
creature
Prerequisites:
once
day.
91
to specialise in
he acquires
twice
outside
Extra Wild
each
choose
when
may
type
of
can
level undead
The druid
vermin
to transform
This
5"
this power.
his specialisation,
he must
of a
sacrifice
purchases
Shape (vermin)
power,
he will
into a vermin
outside
his specialisation.
the
never be able
Beetle
[Mantis
Was~
Cenhpede
IScorpion
GT;;';;i"".~
Tiny
...
monstrous
cenl1pede,
--
~!!2uscentinede.
Tiny monstrous
huge
vermin
monstrous
scorpion,
sco
ion, colossal
Tiny
monstrous
medium
monstrouS
A small
are available
or medium
to any small
size druid
ADVANCED
needs
or medium
size druid
WILD
advanced
monstrous
following
outlined
certain
type
Where
The
of wild
type
more
druid
will
when
he first takes
Colossal
other
shape
is listed
than
need
to choose
ability.
are specific
The
type
addition
Wild Shape
The druid
with
the power
Benefit:
applies
himself
now
into these
assume
forms.
the form
size using
form
to assume
may now
a colossal
assume
size using
may
Wild
assume
Shape
a diminutive
using
of
his wild
shape
wild
shape,
to assume
8" level
the form
of a dire animal
in
of animal.
gargantuan
the form
of
using
may
now assume
his animal
druid.
wild
the form
of a dire
shape.
Form (Beast,Dragon,
shape
Prerequisites:
IS"level
wild shape
(General)
either
12" level
shape,
size,
form
wild
beast,
his
assume
fine or tiny
druid.
druid.
must
powers;
beast,
the form
choose
humanoid
fey, magical
or undead.
of a creature
that exceeds
elemental,
using
the druid's
The druid
the chosen
rating,
transforming
into a creature
challenge
rating
up to or equal
to his level.
form,
the character
character
of daily
must
uses
may purchase
sacrifice
of the wild
this power
may
the
maximum
challenge
quantity
92
powers.
The druid
monstrous
wild shape
The ability
assume
types
The druid
Empower
his wild
abilities.
Prerequisites:
now
Animal
using
Benefits:
Diminutive
size using
Shape.
the
(General)
a colossal
may
Prerequisites:
to the name.
is listed,
abilities.
shape
may
to normal
animal
The ability
wild
Wild
to transform
of a diminutive
The druid
to a
druid.
The druid
huge
spider,
appropriate
next
to which
Prerequisites:
creatures
spider,
monstrous
as
it.
assume
Benefit:
abilities
abilities
are classed
in brackets
15" level
on the basic
of the abilities
powers.
shape
expand
Some
expansions
wild shape
wild
powers
above.
general
ion
monstrous
abilities.
POWERS
The
centipede
scorpion,
monstrous
spider
The druid
creatures
sco
arge
gargantuan
Vermin
powers
Benefit:
SHAPE
gargantuan
Spl er,
spider,
that takes
gargantuan
colossal
monstrous
scorpion,
large monstrous
1>mall.mOl1$lrousspider,
mol1$trouispider
monstrous
centipede,
colossalmonsttous
These
large
centipede,hugemoustrou$
ISpider
double
shape
of a
To use this
the normal
power.
multiples
The
times
but
do not stack,
different
power
each
it must
be bought
for a
time.
druid
often
may
than
Benefit:
wild
shape
abilities
more
normal.
The druid
shape
may
abilities
choose
that ability
once
more
specialised
in the ability,
daily
anyone
he has access
each
day.
he may
to.
to assume
now
If the druid
is
use it twice
more
the specialised
uses
of the basic
He may
form
a form
use
his
specialisation.
Special:
times.
The druid
Each
the same
time
wild
may
purchase
the character
shape
ability,
this power
purchases
its effects
multiple
the power
for
stack.
may
assume
a fine form
using
abilities.
Prerequisites:
S"
level
The
ability
to assume
diminutive
size,
druid.
Benefit:
The druid
creatures
may now
assume
the form
his wild
shape
of
abilities.
may
shape
assume
Prerequisites:
the ability
colossal
size,
Benefit:
The druid
creatures
a gargantuan
form
using
his
either
huge
or
abilities.
15"level
to assume
Prerequisites:
druid.
may
now
of a gargantuan
assume
size using
the form
his wild
Benefit:
of
The druid
incorporeal
shape
under
abilities.
The druid
may
Prerequisites:
gargantuan
Benefit:
creatures
assume
a huge
form
using
benefits
his wild
abilities.
modifier
and penalties
druid.
the form
he otherwise
wild shape
bonus
14"level
power.
The
character
to his armour
and receives
ofany
qualifies
class
equal
of his incorporeal
nature.
to assume
size,
IS" level
The druid
may
of a huge
Incorporeal
assume
for which
a deflection
to his Charisma
wild shape,
can now
undead
the undead
receives
shape
Undead
either
large
The druid
or
shape
druid.
now
size using
assume
the form
his wild
shape
may
Prerequisites:
huge size,S"
of
abilities.
Benefit:
creatures
93
assume
a large
form
using
his wild
abilities.
The ability
level druid.
The druid
of a large
to assume
may now
size using
assume
either
medium
the form
of
abilities.
or
IDe
.
Medium2d%
Uu e
~lIttgtgan
Druid
Tiny
a
!1Unu ye
Bm
ID
ar e
5dS
5dS
_
4d%
IdS+1
I
6dlO
Colossal
94
',j.
2dS+ I
2dS+ I
2d%
2d%
u~
4dS
6d20
-4dS -
TRUE
FORMS
95
do not allow
abilities
to use in wild
traits
access
he would
shape
from
not be able
but he may
any number
limitation
to the druid's
otherwise
fuse
any
of creatures
without
to size.
Once
the druid
partial
has decided
or combination
he must
decide
which
creatures
include
in the mixture.
limited
to choosing
forms
shape
to
The druid
creatures
is
whose
he can assume
using wild
normally.
If the druid is
attempting
a partial
he is limited
same
transformation,
to creatures
size category
form.
true
to attempt
transformation,
A druid
form
with
cannot
incorporate
into a partial
combination
the
as his natural
a
or
transformation.
The
creature
to be incorporated
transformation.
If the druid
incorporating
require
As a druid
advances
and
his level
he may
he gains
If the druid
the same
has
bonuses
to
all of them.
(due to specialisation,
The
druid
may
freely
take
from
each
creature.
the abilities.
advantages
PARTIAL
AND
COMBINATION
TRANSFORMATIONS
druids
develop
but they
are usually
creatures.
Some
ability
to partially
animals
or beasts
creatures
some
form
limited
druids,
Druids
have
minor
physical
to certain
though,
transform
simultaneously,
he
using
wild
shape
creatures
transformations
The druid
check
to successfully
initiate
Partial
transformations
allow
must
scores,
types
spell-like
access
the best
even
light
not need
over
he will
to take
all
own
by an increase
give
types
assume
and,
and
assume
in partial
significant
qualities
in Strength
will be
in height
the druid
require
they
by the physical
they
An increase
will
the significant
of the form
vision
movement
into certain
control
of the abilities
accompanied
the
He does
abilities
such
the animal's
the legs,
wings,
fins etc.
of multiple
aspects
from
When
of
the details
decided,
different
of the transformation
the druid
must
make
have
been
a Concentration
check
or combination
(extraordinary,
mastered
the form
fusing
perhaps
action.
to his natural
to
number of uses.
which
characteristics
ability
specific
have
themselves
round
complete
usually
for example),
designate
complete
transformation,
of wild shape
or to assume
various creatures,
type categories.
Partial
would
constraints
Most
that
to
the bonuses
than
a form
than
increases,
continue
increase
more
assume
more
into the
is
make
+ the challenge
a full
to retain
combination
of each
any of
Challenge
natural armour,
natural
and speeds,
special abilities
and supematural)
rating
of each
the transformation.
the druid
to his equipment
size category.
require
a Concentration
one.
ratings
he again
form
form
rating
of less than
and acquires
changes
incorporated
for a
is 5 + the challenge
incorporated
chosen
and
but he is restricted
transformation
creature
creature
The difficulty
one should
the druid
or reverts
be treated
assumes
abilities
to his natural
96
until
form
Combination
as
the
(as
as a normal
fails,
the character
shape
daily
damage
not regenerate
still loses
uses
would.
and takes
Id6 point
by which
he failed
Id6 points
of subdual
damage).
is extremely
sum
hit
of the challenge
wild
transform
He will attempt
bear
many
a partial
to replicate
strength
of a werewolf.
are both
medium
of a wolf
the look
As a black
sized
retain
fails to prolong
whatever
I d6 points
form
of subdual
the check
fails
and
and some
Using
prolonged
brute
concentration
and follows
concentrating
on a spell.
bear
creatures,
and a wolf
spell
he can incorporate
while
using
bite attack.
vision,
Theform
the wolfhybridform
retain
Concentration
animal
wild
the bear
shape
and
werewolf.
one for
the wolf
motion
or violent
included
in the prolonged
the spell
level where
for
Concentration
the
checks
his transformation
declared
form.
cannot
include
The druid
Bareris
available
for
of rounds
forms
and moving
without
declare
wild
over
through
the
he begins.
abilities
bear
must
selects
a number
to include,
of creatures
The more
access
to during
the more
to include
creatures
likely
transforms
action
in the
the druid
the process
metamorphosis
will
difficulty
is equal
choses
one creature
fail
metamorphosis.
concentration
round,
action
This
check
requires
The
of the challenge
The druid
then
of that round.
the character
to prolong
with
a full round
the form
may
use a
the
an additional
a difficulty
equal
shape
for
to initiate
ape,
badge~
a single
(rounded
up).
bear
a second
Concentration
maintain
the effect
and
the prolonged
bat, black
The
In this first
In the following
transforms
Bareris
to 5 + the
97
in.
daily
check is 5 + 2 + % +
the concentration
10 rounds,
he needs
his metamorphosis.
into a black
in
he is involved
check
(DC
into a bat.
round,
he
round,
12) to
After
andfails
his Concentration
check (DC 21). He is stranded
ape form and may not continue
his transformations.
attempts
to initiate.
included.
to assume
the following
move-equivalent
check
to 5 + the total
ratings
Starting
requires
and a Concentration
not
or swarms
and spends
he makes
further
completely.
A prolonged
for
action
wild
1110 + 2 + % = II
selects
the procedure
and than spends one daily use for each
type of creature
he wishes to include.
The druid
transformation.
of
metamorphosis.
decides
the fight
He chooses
and porpoise
difficulty
for a prolonged
round
metamorphosis.
different
The druid
he wants
ajUll
the course
The character
selections
forms
He takes
to use a prolonged
before
shape
takes
to prolong
features
on one.
his intention
usually
are able
their
seamlessly
settling
metamorphosis
which
into a creature
but some
in place
his last
true forms
several
shifting
the
For example;
action
uses
may
and retains
METAMORPHOSIS
transformation,
of
If any of these
PROLONGED
one standard
The druid
metamorphosis
his creature
transformation
and
necessary.
continue
for
not cast a
weather.
ratings
will
rules
may
metamorphosis
checks
or pinned,
He will
The character
A druid's
by
requires
The druid
to use two
He will need
violent
ability
The difficulty
is 18.
uses,
scent
he assumes
ofa
abilities.
check
5 points
Id6).
a prolonged
extraordinary
resemble
he
and takes
for every
metamorphosis
and natural
his metamorphosis,
(minimum:
the
creatures.
he is currently
damage
which
them
ability,
round
transformation
of the aspects
in an attempt
+ I for every
If the character
painful.
For example;
A druid decides
to use his wild shape
power
to convince
a pack of werewolves
that he is one
incorporating
an additional
The
must
of them.
creatures
the check
with
ratings
If the roll
of subdual
(minimum:
process
does
in
GROVES
SACRED
the unusual
otherworld
the energy
into great
the very
strain
Energy
reinvigorating
their
drift
path
reform
slowly
while,
across
unexpectedly
times,
miles
and animals.
Druid
strain
through
this
things
empowering
all in
dissipate
their
Preparation:
A druid
requires
while
the borders
of the grove.
time,
As the flow of
these nexuses
of
they
from
the
and then
of energy
pours
the land,
at other
Over
light
water.
of pure
These nexuses
of reality.
in reality,
of the plants
as usual to prepare
it were
into streams
reservoirs.
fabric
Spell
overflows
lines carry
as though
pools
health
GROVES
he otherworld
energy.
Ley
the subtle
SACRED
or
original
location.
Enhanced
Magic:
Druid
used within
maximised
used within
and empowered
the borders
when cast or
Though
Sometimes,
place.
a powerful
Over
transforms
grow
the course
the area.
rampant,
animals
perfect.
open.
wonders
nexus
for a time
of a few months,
Trees
springs
rests
grow
in one
the nexus
plants
water,
unicorns
can be found
Druids
call these
groves.
Natural
They rarely
nexus-invigorated
sacred
groves
of natural
the woodland.
areas
sacred
are difficult
to find.
on a natural
increase
in natural
energies
and recognises
ANCHORING
A SACRED
GROVE
To anchor
available
a sacred
to druids.
understanding
grove
Only
of nature
druids
with
can attempt
powers
the utmost
such a thing.
By
off.
In performing
these rituals,
the druid
its spiritual
harbinger.
his plane.
The rituals
nexus
on
where
the sacred
grove
to be located.
Once
the rituals
are
complete,
is
is not only
anchored
choosing
awakened,
powers
gaining
in addition
otherworldly
Each
sacred
be considered
nexuses
grove,
various
special
to those all
produce.
once
an enormous
anchored,
can
and
GROVES
SACRED
Once the grove
is anchored,
that detennines
many
character
grove
detennine
at anyone
the caster
time.
level
his own
druidic
ritual
the physical
use either
weighing
large
to ft. tall).
a single
the grove,
1,000
The ritual
piece
value
be magically
purchase
value
a number
of special
secondary
the anchor
with
the druid
must
ingredients
making
of
must
expend
x the caster
level
of the grove.
The ritual
requires
two days
per caster
grove
to complete.
spend
eight
the character
During
hours
each
that time,
day with
the druid
more
time
to its development.
the ritual
The
of anchoring
the manufacture
else
periods,
he can engage
or walking
forced
while
tasks.
spells,
boundaries
of a natural
immediately
bonds
is perfonned
in a suitable
I d 10 + 4 days
in
rest
as talking
especially
an equivalent
the anchor.
amount
Only
then
of time
does
within
grove,
not
to
lifeless
power,
the
the poisonous
powerful
depth
natural
of their
of humankind
forces
because
to extinguish
own prosperity
their
all other
life
grove
applies
a modifier
and artificial
will
be found
level
construction
within
of an anchored
will vanish
a sacred
sacred
a modifier,
the druid
must
experience
and materials
caster
of I or more
invest
to give
after
grove
to
and its
immediately.
grove
sacred
If the modifier
will be destroyed
anchor
its
no natural
the domain.
successfully
level
of civilisation,
is -5 or more,
within
the caster
to its effective
on the extent
To
in an area with
it with
such
sufficient
it an effectively
the modifier
has been
applied.
The
following
different
if
more
the
place,
the magic
a new
to bring
the seneschal
that
nexus
nexus
will
and
to
feel his
awaken.
99
includes
of settlement.
mile
Should
between
a grove
modifier.
Ifthe
table
sizes
the grove
seneschal.
to find or create
consider
creations
living
attempt
If the modifier
settlement.
the new
represent
dependent
otherworld
on
is often
of the ritual,
sacred
does
or mentally
the druid
is perfonned
with
level
zero
use magic
physically
sacred
caster
reduces
in the wildemess.
of anchoring
grove
cast
such
Each
grove
He can do
During
activity
If the ritual
take
fight,
any other
item.
the grove.
in light
he is deep
ritual
magic
This
of natural
even
actively
domain.
the
himself
of
humans
to otherworld
deforestation
must
work
involve
places
by civilisation
of the metropolis.
be detrimental
can only
he cannot
anchoring
but cannot
or perfonn
demanding
character
of any other
nothing
would
however,
at the expense
refining
its magical
properties,
because
of the need to allow
grove to develop
as naturally
as possible,
spending
all ofthese
inhabitants
of the
the anchor,
things.
an excess
of the desert,
are repellent
400
level
The natural
toward
and repelled
be the epitome
openness
Cities,
up the final
points
venture.
Places
in
or
experience
groves.
of salt lakes,
of the incorporated
material
components
to
gp x the caster level of the grove.
Finally,
at the
1,000
items,
vast
a gold
level
gather
sacred
with
or in the
deep
are drawn
of living
that places
can themselves
extended.
remains
ever
in cities
are found
druids
and beauty
groves
of them
only
would
wonder
mean
have
sacred
of the otherworld
natural
a tree to
as the grove
where
or rangers
energies
or
A druid
uses
In addition,
stone
are some
OF
the wilderness
tree of
If the druid
to activate
no less than
the grove.
there
midst
than
of non-sedimentary
Ibs or a single
requires
ingredients
large
of the anchor.
chunk
at least
a single
portion
rock
primary
no higher
bards
requires
must
anchor
Though
he
level.
of anchoring
tree to fonn
can
when
level
THE RAVAGES
CIVILISA TION
of one
The seneschal
level
A
anchor
of the grove
anchors
The
a caster
properties.
can only
sacred
it develops
of its special
These
penalties
the modifiers
Reduce
the sacred
be under
simply
for
this penalty
grove
the influence
do not stack.
by
and the
of
GROVES
SACRED
Settlement
Thorp
Hamlet
ViIJage
I Small town
Large town
Small city
,I Large city
!Metropolis
Larger
settlements
For example;
major
metropolis
grove
investiture
grant
should
.1
grove
-2
-4
-0
.8
I d6 x 10 and randomly
of some
in such
later
would
some
30,000
a caster
grew,
moving
just
its population
be destroyed
would
an initial
experience
of9.
a mile
have
A natural
centred
through
grove
days,
a grove
grove
on the point
where
small,
plane.
usually
The
a grove
the Games
roll
/Tom
zero
feet,
can never
it
grow
to more
its radius
caster
becomes
level
fixed
at
of the grove.
as a druid.
no druid
grove
A SACRED
against
and eventually
effect
of the
made
against
sacred
grove
destroyed.
Master
100
would
except
all know
attacks
oscillate
over the course of several
waxes and wanes in strength.
When
discovered,
is anchored,
had training
sacred
breaks
boundaries
the result
Though
Grove
a circular
the otherworld
of the
should
GROVE
to the
or more,
immediately.
of a Sacred
is quite
ever reach
The grove
DESTROYING
to
closer
fades.
stances,
The Boundaries
Master
add or subtract
If the
to 50,001
diameter
immediately
Once
suffer
require
level
the radius
and
x 10 to determine
Each
the grove's
than
Constructing
would
materials
grove
-12
-16
-20
Subtract an
additional -5
people
roll 3dl0
in feet.
12 milesfrom
level.
a place
of sufficient
or increasing
the grove
grove
to its caster
the sacred
metropolis
grove
MOdifier
20'80
81-400
4(1j-.900
90l.;2,Ooo
2,001-5,000
5,001-12,000
12,001 -2?,OOO
25,001-50,POO
2?,Poopeople
'iI'
A sacred
an .8 modifier
sacred
Population
actively
under
how
it might
the anchor
try to destroy
the most
stone
be done.
whose
seneschal
of circumPhysical
terrible
Obviously,
directly
dies
attacks
SACRED GROVES
SACRED
POWERS
GROVE
SPECIAL
weather,
Casterlevel:
l7ili, Prerequisites:
Anchor
Sacred
Grove,
trueseeing;
wounds;
Price:
5,000gp
Nature's
with the Scry skill who touches the pool with the tip of
his finger and makes a successful Scry check may use
the pool asthoughhe hadcasta scrying spell uponthe
pool. There is no limit to how oftenthis enchantment
can be used or how many characters can use the pool
simultaneously, though each user requires an area of
101
SACRED GROVES
anchor
a sacred
admired
position
anchor
more
than
one grove
or even
death
place
force
itself.
that
seneschal
seneschal
Grove
template
water
with a radius
no less than
Font
boundaries
at a grossly
every
Any
Staff or Wand
of the sacred
accelerated
grove
rate,
Sacred
Special
Attacks:
special
attacks
tree within
rekindling
IdlO
Craft
level:
Staff,
Anchor
Price:
Sacred
A grove
action,
(sp):
In addition,
qualities
druid
hierarchy.
real political
holds
a very
special
The position
power
but a druid
does
position
not come
willing
the seneschal
the grove
This
ability
the boundaries
Grove
(sp):
works
As a full round
action,
the seneschal
the sacred
grove.
as though
using
the scrying
spell
or somatic
need
components
only
for the
the seneschal
of the grove.
within
the grove
only
while
anyone
vocal
the
only
attacks:
find
ability
ability
that
function
no matter
a pool
of water
can be used
detects
even
has never
Special
special
within
the
with
any
and able
Qualities:
qualities
of binding
to
102
where
entering
is.
seneschal
retains
A grove
but receives
to performing
the following
special
to see
to scry
the grove
met them
the seneschal
he had prior
no
are required
seneschal
ifhe
This
except
all the
the ritual
As a standard
(see grove
The
retains
to performing
anyone
180,OOOgp
seneschal
Grove
through.
Grove,
type
The creature's
seneschal
abilities,
material,
14'\ Prerequisites:
Craft Wand, Market
is automatically
as the druid).
he had prior
that
creature
that has used the ritual
and bind a sacred grove
Control
works
year.
his
special
can scry
charges
he die while
intact.
the following
Scry
the
its charges
and the
but receives
is within
regenerates
template
grove
binding
seneschal.
Grove,
seneschal
should
is a template
to hereafter
special
Caster
saying;
in
off by the
not change.
activated.
scrying.
nexus
the position.
is still
does
is the
SENESCHAL
seneschal
(referred
can
nor planar
be shrugged
to the sacred
to the grove
GROVE
Nothing
seneschal
the grove
his spirit
Spirit
connection
bond
or by the seneschal's
from
receives
on anchoring
real
the otherworldly
can only
intentional
some
spiritual
not distance,
The
holds
is greatly
with
at a time.
not magic,
destruction
The
not come
spiritual
spirit
has an unbreakable
that from
travel
his own
That
does
A seneschal
his grove.
take
using
druids.
of seneschal
power.
with
grove
by other
before.
and
all the
the ritual
qualities:
GROVES
SACRED
Grove Alarm (su): The grove
informed
if any creature
greater
enters
the grove.
the seneschal
before,
is.
Ifthe
by mind
that protect
matter
Continuance
on into either
when
is.
This
functions
special
Resistance
(su):
seneschal
receives
The grove
spells
seneschal
does
grove
where
AC:
A seneschal
(minimum:
seneschal,
within
his grove,
resistance
Once
he develops
has been
a strong
His soul
away
from
a druid
must
the grove
if this means
seneschal's
body.
If the grove
his grove
for more
his soul
Any
becomes
damage
stone
inflicted
(after
than
leaving
ifhe
one year
the grove
strays
on the sacred
and
The seneschal
attacks.
grove's
central
hit points.
the sacred
returns
grove
Once
Once
If the grove
is destroyed,
the grove
the character
succeeds,
instantly
check
as though
If this is sufficient
druid,
he dies anyway.
template
loses
Seneschal
to kill the
Either
way,
of this
the grove
fails.
Spirit
Seneschal
spirit
be applied
to any grove
that dies
his
energy
all benefits
the moment
or tree
If the
he has failed
while
is a template
retaining
normal
or tree.
The seneschal
of the druid
spirit
retains
all the
all
qualities:
Manipulation
(su): A seneschal
spirit
can
Id4 levels
a negative
level.
the character
dies.
stone
Qualities:
qualities
Corporeal
must
simply
make
the
throw (DC 5
If the check
he loses
to remove
Special
by any
seneschal
make a Fortitude
saving
+ the level of the grove).
check
is destroyed,
to normal.
means,
fails,
the spirit
is destroyed
cannot
Special Attack:
The seneschal
spirit retains all the
special attacks of the druid it once was, including all
the special attacks from the grove seneschal
template.
The druid gains no additional abilities at death.
special
to the
for toughness).
spirit
seneschal
dies, he becomes
a seneschal
spirit and the
damage
continues
to be transferred
to his newly
regenerated
bonus
+I).
special
transferred
deductions
creatures,
to its charisma
from
instantly
spirit.
or tree is immediately
seneschal
dependence
seneschal
a seneschal
a grove
to the grove
for more
a year
becomes
spiritual
return
bonus
the
5 + the sacred
level.
on the grove.
and
his soul
Attacks:
physical
spell
Dependence:
statistics
here.
to dl2
spirit,
has a deflection
or the outer
grove's anchor
Spiritual
as noted
no
While
except
ability
spirit.
Spell
It uses
abilities
referred
to as the
to undead
Instead,
grove
The druid's
(incorporeal).
is.
to the sacred
caster
druid).
where
abjuration
and
(ex):
a seneschal
grove's
the creature
the otherworld
he dies.
immediately
no matter
and similar
the seneschal
connection
of 6 or
divinations
not pass
becomes
works
who
Spiritual
planes
This
blank
against
where
an Intelligence
seneschal
he is informed
is blocked
is mentally
seneschal
with
that can
seneschal
his
103
GROVES
SACRED
activate enchantments
touch.
The
druid
within
needs
so it must
it wishes
those
his grove
to make
components.
to use magic
items
with
be touching
the
to use in order
This
seneschal
spirit
bring him back
that require
contact
the item
to cast spells
also
allows
Abdication:
to
perform
The
controlled
The
(so):
osing
seneschal
outside
cannot
positive
or negative
either
spirit
of these
Otherworld
A seneschal
is a manifestation
in both
sacred
grove
incorporeal
druid
energy.
of nature
the otherworld
The seneschal
though
He does
a spirit
Over
The seneschal
completely
visible
invisible
spirit
should
but is always
Grove
Dependence:
equivalent
grove
The seneschal
confines
space
cannot
grove
in the otherworld)
be destroyed,
automatically
spirit
of his sacred
spirit
the
stone
inflicted
or tree is immediately
seneschal
(after
deductions
seneschal
dies,
he becomes
damage
continues
regenerated
returns
grove
transferred
to the
a seneschal
Once
the
spell
that
to bring
themselves
accomplished
spirit's
buried
cast
back
spirits
have
This
can be
to life.
spell,
he may
powerful
the millennia,
as normal.
to the grove,
himself
Ifthe
character's
the seneschal
spirit
would
does
body
because
to
lose
a level,
not do so when
damage,
massive
ability
damage.
even
this spell
Undead:
Immune
to mind-influencing
sleep, paralysis,
stunning
and disease.
critical hits, subdual
drain, or death from
spell.
the most
down
of seneschal
other
power
on to
is a difficult
it must
have
the time
be passed.
so
druids
comes
been
known
for the
his post
to take
for a truly
venerable
site
powerful
enough
can
for the
from
druid
task.
the
grown
experienced
to step
of body
all
to be surrendered,
groves
When
to pass
their
to which
some
The
and eventually
the grove
only
up the
for he
to bind
the
of seneschal
the knowledge
they can improve
worthy.
from
are preferred
another
over others
This could
reincarnate
reincarnation
see their
eventually.
to hand
is not returned
can only
who
the cleansing
of this other
be considered.
druid
weary
does
the druid
that
A character
If the seneschal
reincarnate
himself
within the borders
of his grove
(the connection
to his grove still intact).
He loses a
level
or
grove.
the power
death
powerful
Over
grand
original
body is brought
back to his grove and
within its boundaries,
the seneschal
spirit can
the reincarnate
many
sacred
elves
druids
not offer
is the only
seneschal
true
more
burden
Some
lived
of self-sacrifice.
grows
does
The choosing
seneschal
or tree
to normal.
Reincarnation:
have
humans,
by other
everyone
even
is destroyed,
respected
reincarnate
powerful
and the
to his newly
the spirit
is destroyed
Once
spirit
UP
to the same
as foxes,
Of course,
The more
central
for toughness).
to be transferred
hit points.
the sacred
grove's
lived
as the pinnacle
seneschals
on the sacred
have
are well
and soul
is
destroyed.
damage
seneschals
dedicated
dedication
another.
Any
passes
leave
(or the
and should
the seneschal
planes
(TAKING
some
oflifetimes,
They
souls
in the otherworld.
the physical
or outer
even unicorns,
forever watchful
over their peaceful
glen or small stretch of serene dessert.
These ancient
can appear
he so desire
spirit
he immediately
the centuries,
hundred
guide.
grove.
Invisibility:
this ritual,
THE BURDEN)
of his
he remains
not attract
to
and
spirit
is still able
If the seneschal
ABDICATION
(ex):
simultaneously,
in both.
performs
takes
spirit
ritual.
or
forces.
Connection
exists
be turned
seneschal
the abdication
successfuly
Immunity
resurrection
the druid
to be worn
function.
Turn
is undead,
other spellcasters
can only
to life if they first destroy
the spirit or
require
by the seneschal,
any number
for only
he
In
though
should
is used
effects, poison,
Not subject to
process
damage,
energy
Since a
neither
104
requires
an eight-hour
the seneschal
ritual
during
which
can be disturbed.
SACRED GROVES
At the endof the ritual, the aspirant expendsan
amount of experience equal to 200 x the caster level of
the grove (before modification due to nearby towns
etc.) Once the grove has been handed over, the old
seneschal is released of his burden and becomes a
normal druid again. If the seneschal has already
become a seneschal spirit by the time he performs this
ritual, his soul departs for his next life.
The new seneschal takes on the grove seneschal
template and must attempt to salvage the
enchantments of his new grove. For each enchantment
the grove has, the druid must attempt a Will save (DC
5 + the caster level of the enchantment). If the check is
successful, the enchantment passes over to its new
owner unharmed. If the check fails, the enchantment is
destroyed.
DRUID
CIRCLE
MAGIC
level).
105
GROVES
SACRED
Unless
magic
specifically
stated otherwise,
casting a circle
spell is the same as casting a normal a spell.
Spell
level.
more
than
All druid
available
is outlined
the spell
level
casting
circle
one level.
heading.
begin
lie within
higher
their
The
The
range
the casting
circle's
under
leading
of the spell
casting.
levels
description
druid
the indicated
than
can be cast at
of spell
in the spell's
druids
spells
The range
the
when
chosen
the
level
must
but it cannot
strength.
be
If the
circle's
strength
is lower than the minimum
possible
spell level for the spell, the druids cannot cast the
spell.
Caster
level.
the spell
The level
Casting
time.
spells
requires
level.
During
dedicate
would
energies
They
level.
magic
The
involved
They
perform
must
to the casting
any action
to perform
spell
x the spell's
and actions
cannot
not be able
level.
10 minutes
in the sacred
their
the spell.
plus
this time,
remain
time
in which
caster
by the spell's
30 minutes
grove
the spell's
The casting
is determined
must
of the sacred
is cast determines
while
of
they
concentrating
on a spell.
Casting
circle
It is unlikely
magic
magic
spell
within
the boundaries
mystical
that a druid
on his own.
energies
The druid
of a sacred
Usually,
other
druids
to know
other
druids
caster
adds
and divides
strength
have
been
the total
The
level
strength
of a circle
the
the circle
is actually
endless
chant
magical
energies
who
heads
Aiming
as powerful
magical
verbal
energies.
All
components,
the
use to focus
draw
them
do not have
material
grove
and they
have
the
from
those
spells.
the
components
from
within
no somatic
have.
With
targeted
possible
head
druid
must
place
to be affected
spell,
spells
circle
include
define
exactly
magic
spells,
Instead,
the person,
by the spell.
must
many
Spell
resistance
level
of a target
creature's
the spell's
modifier.
lead.
106
and saving
the caster
of the spell
When
specify
throws
spell
against
throws.
it is
the
object
using
exactly
The
to overcome
resistance.
these
druid's
of
that normal
the character
Y, the caster
In the above example,
could
magic
effect
an
where
down).
as Falcon
Circle
target,
not usually
area
exceed
it.
have
They
than
the same
cannot
for their
spells
components.
in the
He is a
by 10 = 2.5. rounded
of the druid
magic
The character
circle
the sacred
Charisma
as the focus
other
of
his druid
by ten to determine
wishes
spell.
grove
spells
Falcon
eircle
Components.
otherworld.
druid
a number
modifier.
levels
aid from
the head
to half
the
of the circle.
For example;
mastery
equal
his Charisma
the caster
where
will need
Only
a circle
in the casting
level plus
circle
a character
the spell
together
grove
of the otherworld
channelled.
needs
must
druids
use
the effects
The
effects
Wisdom
difficulty
are
10 +
or
SACRED
CIRCLE
The
MAGIC
following
common
is a partial
circle
magic
SPELLS
list of some
spells
a druid
of the most
could
search
out
Hit
.~evel
3
,:.t
~.Ints
2d4
4.<14.
7d4
!2,.BAB
+2
l.!ld~
15d4
20d4
4:.8
+10
+12
and learn.
Circle
Champion
Transmutation
Spell Level:
IT
3
-8
Range:
I mile
Target:
one humanoid
Duration:
head
per level
or monstrous
Spell
Resistance:
Gathering
No
empower
a single
The champion
retain
Any
the strength
champion
must
the power
this spell
recipient
invested
determined
in him.
a number
bonus
bonus.
This
competence
number
of attacks
In addition
the recipient
druids
can grants
hit points
the character
base
at least
one druid
attack
is entitled
three
circle
can
feats.
be on the fighter
in the casting
the
to.
the druids
of fighter
levels.
also
and a
can increase
effects,
a number
the
to increase
Strength
bonus
to the above
grant
offers
The spell
to the recipient's
The
caster
have
the feat.
either
recipient
must
or the druids
have
the prerequisites
must include
the prerequisites
they grant the character.
the
III Feeling
Enchantment
(Compulsion)
(Mind-Affecting)
SpeIlLevel:6-10
Range:
I mile
Area:
Saving
Spell
This
spell
produced
circles
sacred
repel
Will partial
Resistance:
Yes
causes
to emanate
most
per level
See text
Duration:
a portion
magical
by an antipathy
common
arrange
groves.
specific
circle
magic
of the druid's
vibrations
similar
spell.
spells
This
domain
to those
is one of the
and many
druid
to be cast on their
can use this spell
of intelligent
to
of
of the power
bonus
level.
of temporary
competence
The recipient
The spell
to a minimum
by the spell's
of the spell
the intensity
enhancement
with
creature.
to
The
appropriate
sensation
of the spell.
range
designates
Large
the radius
overwhelming
the druids
range
within
by this spell.
glows
a sufficient
circle,
within
remain
offered
almost
of the casting
17
18
19
2_0
forces
of the affected
area.
the creature
Each
throw
the effects
to avoid
creature
within
of dread.
throw
the area
This
spell
feels
or
level
an
compulsive
to abandon
the area
is entitled
to a saving
of this spell
as
for 24 hours
the character
to avoid
when
as goblinoids
The
creature
sense
of creature
such
enough.
fast as he can.
another
the type
groups,
determines
J.G
+6
is cast.
humanoids,
Concentration
Bonus~Mlnimum
~en~h
15
+4..
of the circle
the spell
humanoid
-Competence
'spclJ
GROVES
the effects
must
make
for an
but,
SACRED
GROVES
additional
24 hours.
saving throw suffers
while
Even a creature
that has made his
a -2 morale penalty
to all checks
the designated
area.
within
-SpellUvel
6
T
8
Cire"lliar
I mile
miles>..>....
3 miles
10
SpellUvel
:3
4
5
6
7
5 miles
The Games
mass
combat
Fighter
object
Evocation
damage.
(Electricity)
3 7
Y, mile per level
Effect:
Concentration
Throw:
Reflex
Resistance:
As the circle
within
half(object)
of Blood.
if he uses
the
in The Quintessential
In these
to a saving
Conjuration
(Summoning)
Spell
Level:
Range:
Yes (object)
which
their
casts
they
this spell,
can attack
domain.
Only
larger
can be attacked
using
make
one attack
hour.
entitled
outlined
is not entitled
circumstances,
the
throw
for half
Effect:
every
to a Reflex
saving
they
call forth
buildings
objects
with
this spell.
Magic
throw
a storm
Avatar
Saving
and fortifications
a huge
The
objects
for half
Spell
avatar
to do the
-9
Duration:
with
Nature's Wrath
See text
Duration:
Spell
Master
Level:
Range:
Saving
pamage.
Id4
Id6
Id8
IdIO
I
level
level
leVel
level
Ie el
system
or Seas
Lightning Strike
Spell
Damage
Id8+(;aster
2d8caster
3d8caster
4d8+caster
+0 S
ofnature
Special
Throw:
None
Resistance:
No
size or
circle
can
This
are
spell
summons
the nature's
druids'
bidding.
The nature's
avatar usually appears
to
be roughly
humanoid
with the torso of a man, the legs
damage.
of a stag.
is armed
with
If summoned
in a desert environment,
grove or some other area, the avatar
appearance
may
appear
to differ
it is always
for a druid's
use.
in a city
changes
The weapon
from
a melee
with
what
a longspear
weapon
but
suitable
The statistics
nature's
avatar are always
immaterial
ofthe terrain
of the
the same,
in which
it is summoned.
Once
summoned,
instruct
seek
the range
avatar
has either
knows
blank
killed
avatar's
108
exactly
senses
leave
the target
target
of this spell,
where
can protect
ofless
it
or
grove.
remains
the avatar
to find him.
a character
but no spell
the range
once
the range
spell
of the spell.
and vanishes
individual
cannot
of the spell
can
to
kill or
a specific
within
returned
avatar
capture
The
the druids
the nature's
The mind
from
than
8"
the
level
SACRED
GROVES
Nature's
Avatar I
Nature's Avatar IV
Large Size Monstrous Humanoid
Hit Dice: SdS+ 16 (52 hp)
Initiative: -I (dex)
Speed: 30 ft.
AC: 14 (+6 natural, -I dex, -I size)
Attacks: Longspear + 131 +S melee
Damage: Longspear 2d6 + 7
Face/Reach:5ft.by5ft./IOft.
Special Qualities: Scent, Target Sense
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 20, Dex S, Con 15, Int 9, Wis S, Cha 10
Skills: Climb +15, Listen +10, Spot +S, Wilderness
Lore +4
Feats: Alertness, Great Fortitude, Weapon Focus
(Iongspear)
Nature's Avatar V
Large Size Monstrous Humanoid
Hit Dice: 10dS + 20 (65 hp)
Initiative: -I (dex)
Speed: 30 ft.
AC: 16 (+10 natural,-2 dex,-2 size)
Attacks: Longspear+l51 +10 melee
Damage: Longspear 2d6 + 13
Face I Reach: 5 ft. by 5 ft. 110ft.
Special Qualities: Scent, Target Sense
Saves: Fort +7, Ref +6, Will +6
109
SACRED
GROVES
Speed: 20 ft.
AC: 19 (+13 natural, dedex,-2 size)
Attacks: Longspear+221 +171+12 melee
Damage: Longspear 2d8 + 13
Face 1Reach: 10 ft. by 10 ft. 115 ft.
Special Qualities: Scent, Target Sense
Saves: Fort +10, Ref +7, Will +8
Abilities: Str 28, Dex 6, Con 19, Int 9, Wis 8, Cha 10
Skills: Climb +21, Listen +14, Spot +12, Wilderness
Lore +9
Feats: Alertness, Great Fortitude, Weapon Focus
(longspear), Skill Focus (wilderness lore) Toughness
Nature's Avatar VI
Huge Size Monstrous Humanoid
Hit Dice: 12d8 +48 (102 hp)
Initiative: -2 (dex)
Speed: 20 ft.
AC: 18 (+12 natural,-2 dex,-2 size)
Attacks: Longspear +20 1+ 151 + 10 melee
Damage: Longspear 2d8 + 13
Face 1Reach: 10 ft. by 10 ft. 1 15 ft.
Special Qualities: Scent, Target Sense
Saves: Fort +10, Ref+6, Will +7
Abilities: Str 28, Dex 6, Con 19,Int 9, Wis 8, Cha 10
Skills: Climb +21,Listen +12, Spot+10,Wilderness
Lore +9
Feats: Alertness, Great Fortitude, Weapon Focus
(Iongspear), Skill Focus (wilderness lore)
Nature'sAvatar VIII
Huge Size Monstrous Humanoid
Hit Dice: 16d8 + 67 (139 hp)
Initiative: -2 (dex)
Speed: 20 ft.
AC: 20 (+ 14 natural, -2 dex, -2 size)
Attacks: Longspear+241 +191+141+9 melee
Damage: Longspear 2d8 + 13
Face 1Reach: 10 ft. by 10 ft. 1 15 ft.
Special Qualities: Scent, Target Sense
Saves: Fort +II, Ref+8, Will +9
Abilities: Str 28, Dex 6, Con 19, Int 9, Wis 8, Cha 10
Skills: Climb +21, Listen +14, Spot +12, Wilderness
Lore +13
Feats: Alertness, Great Fortitude, Weapon Focus
(Iongspear), Skill Focus (wilderness lore), Toughness
Nature's Avatar IX
Huge Size Monstrous Humanoid
Hit Dice: 18d18+ 75 (156 hp)
Initiative: -2 (dex)
Speed: 20 ft.
AC: 21 (+15 natural, -2 dex, -2 size)
Attacks: Longspear+26 1+211 +161 +11 melee
Damage: Longspear 2d8 + 13
Face 1Reach: 10 ft. by 10 ft./15 ft.
Special Qualities: Scent, Target Sense
Saves: Fort +12, Ref+9, Will +10
Abilities: Str 28, Dex 6, Con 19, Int 9, Wis 8, Cha 10
Skills: Climb +23, Listen +16, Spot +12, Wilderness
Lore +13
Feats: Alertness, Great Fortitude, Improved Critical
Weapon Focus (Iongspear), Skill Focus (wilderness
lore), Toughness
Climate 1Terrain: Any land or underground
Organisation: Solitary
Challenge Rating:Treasure: None
Alignment: Always Neutral
Advancement: -
110
SACRED
Years Growth
10 years
15 years
20 years
25 years
Pandemic
Necromancy
Spell
Level:
Range:
3 +
I mile
per level
Target:
One community,
by the spell level
Duration:
Fortitude
Resistance:
This
spell
disease
reaches
to natural
blinding
choosing.
sickness,
cackle
member
of the community
avoiding
the effect.
must
make
!Spell
period
Level
4
5
6
7
$
9
The
saving
with
doom.
Spell
once
he
Duration:
One month
Saving Throw:
None
the
Spell
Size
storms,
2,000
5,000
12,000
can increase
the chance
being
the level
of the spell.
to 90%.
size
of each
infected
The overall
The chance
by 5% for every
individual
by
chance
of infection
+ I applied
is
to the spell
level.
Plant Abundance
Conjuration
Spell
(Creation)
Level:
Range:
I mile
per level
Area:
An area
area
of 10 square
Duration:
Saving
Spell
of cultivated
an
plant
life
No
powerful
the effected
spell
spell
causes
area
and development
spellievel)
with
None
with
as though
land
this
or natural
miles
Resistance:
This
that
from
901-
can be increase
increased
powerful
land
protected
of the community
increasing
This
kinds.
12,001
druids
Resistance:
401 - 900
25,000
Double
community
._...._.~.~.~-
in only
functions,
a number
non-intelligent
to experience
years
a few short
the area's
of years
of growth
days.
plant
(as determined
Each
per level
See text
20- 80
81-400
it
days.
4 +
I mile
Area:
ends.
2,001'
5,001
member
Level:
Range:
of
is infected,
throw
in a few short
Abjuration
Each
chance
ground
and than
returning
Stability
can choose
filth fever,
or slimy
has a 25%
Community
!3
fever,
If the character
the normal
incubation
a community
The druids
the shakes,
f bay-
Cultivated
land can be brought
to harvest
stopped
or it can be driven over the brink,
negates
Yes
of the druids'
from
is limited
Instantaneous
Saving Throw:
Spell
GROVES
day
life develops
by the
has passed.
III
f level
No
abjuration
the possibilities
the effects
volcanic
eruptions
protects
vast stretches
of natural
ofthe
spell,
disasters
the area
of earthquakes,
etc.
The
of the
of all
is
floods,
secondary
effects
SACRED
GROVES
112
Resistance:
No
SACRED
GROVES
eason
pring
Weather Mastery
Transmutation
Summer
Spell Level: I 9
Range: I mile / 2 levels
Area: circle centred on sacred grove and reaching to
edge of range
Duration: 5 days / level
Saving Throw: None
Spell Resistance: No
Autumn
Winter
~ate Winter
SeasonalWeathers
Thrnado,thunderstorm,sleetstorm,or
113
hotweather
I
Thrrential
rain,heatwave,orhailston,n
I
Hot or cold weather,fog or sleet
jI
Frigid cold, blizzard,or thaw
I
Hurricaneforcewindsor earlyspring i
oa~taa~taa~tal
areas only
SACRED
,~pell
Level
I
'
3
14
5
1if
7
"1f'
9
GROVES
Season81
Weather
5%
Non-Seasonaif
Weather
[U-ro
20%
:>-r6
10%
JO%'
40%
-:!U%
60%
lU%
80%
"ISo/.
20%
TRUE
GROVES
':l~%
30%
':S:>-ro
40%
THE RITUAL
The processrequiredto anchora true grovefollows the
same basic rules for a sacred grove. The character
cannot currently be the seneschal for a sacred grove.
As soon as the anchoring rituals begin, though, the
druid, the anchoring stone (or tree) and the nexus are
all drawn out of the realm they currently inhabit out
into the deep otherworld. The energies of the ritual
spawn a new realm about the anchoring stone (or tree).
The realm is devoid of living creatures initially but is
quickly colonised by creatures and plants inhabiting
the deep otherworld.
,
\
~
R The
114
GROVES
SACRED
properties.
realm
The druid
created
circular
with
Though
a radius
equal
many
rivers
ofthe
seneschal
aligned
will form
Charisma
a realm
checks
Ley
Line
Power
groves
can have
normal
grove
spells.
In addition,
magical
groves
faces,
If the
evil seneschal
abilities
to cast
sacred
circle
within
distances
a true grove
to any sacred
groves.
of a
magic
Since
true
or he must
out across
on any other
seneschal
action)
plane.
process
between
requires
link be established
sacred
groves.
the sacred
Grove
must
feat.
Either
be in the sacred
grove's
seneschal
the
grove
into his
can be linked
equal
can sever
but a sacred
to a number
to its caster
of sacred
level.
groves,
(as a full-round
grove's
must
seneschal
take
a full
link.
He may
Once
only attempt
a link is established,
seneschal)
to break
to do this once
a druid
circle
the
each
casting
month.
a
send their
can only take
The
invite
is sent or equal
the magic
can be sent
grove
to all
to channel
summoned
is mildly
a -2 penalty
characters.
by good
are
the Anchor
true grove.
The ritual requires
one hour and 100 XP
per the caster level of the sacred grove to be linked.
A
on any plane,
ways
he realm
requires
true grove
valleys,
personality.
A neutral
energies
his realm,
that applied
made
True
to shape
in miles.
and in many
character's
produce
level
The process
seneschal
subconsciously
Rock
to his environment.
would
vast
able
The
is roughly
to the caster
offealures.
and lakes
representative
this process.
ritual
determines
druid
rush
he is not consciously
the seneschal
small
cannot
by the anchoring
to the true
is lower.
can have
ever
In this way,
magical
leaving
grove's
influence
the safety
caster
druids
level
minus
in the true
on any plane
of the otherworld.
it
I,
GROVES
SACRED
~LOCKED
True
groves
bound
TRUE
are a realm
to the will
are usually
open
seneschal
desire
unto themselves.
of their
seneschal
to any druid
to keep
someone
find
REALMS
They
and,
who
available
to him
they
Should
the character
should
he already
should
he
grove.
it impossible
By twisting
all paths
to be barred
Will saving
true grove
throw
the character
requires
attack
Ifhe
fails
Falcon's
hope
you never
back
toward
demeanour
must
level
make
to the true
a Will
This
make
as he desires
physical
a ranged
throw
force
or
to the
physically
can maintain
but must
the
as above
and be prevented
The seneschal
or
If successful,
saving
by an irresistible
of the realm
grove
can attempt
his grove.
the opponent.
make
entering.
for as long
this barrier
be conscious
to do
so.
of the
cannot
hisC(Jnversation
above Falcon's
doorsb1ltthis
notice
stone.
turned
'The seneschal
them. A single
This is Sadinar,
the grove's
back
wiffi"tlieair~.Wben
shoulder,
Aeric
was.thetirsttimehehad
me again,1Iroch.'
the standing
but, ashe
from
from
dragged
boundaries
to
The
the character
~Aeric watched'llis
TooliShmendbegin
conversation
began with somethingjllst
can only
'I
and looked
by
this check,
guided
the seneschal
against
must
be physically
of the
to find.
bonus
to
the character
10 + IS the caster
+ the Wisdom
seneschal).
carry
impossible
from
(DC
that could
being
be guided
expulsion
character
he can make
without
be there,
to banish
touch
Initially,
to the grove
else.
are
though
or something
his way
someone
seen
away
f'alconturned
'Can
We c(:lmplete
rowardAeric,
a secona,
seemiiiii;Wiilifel"ted
began to worry.
He had seen Liam
this
from
in thefCal
it was as though
It tOOkMricarew
at himandAerictook
him conversing
with
hewas
There
back
converse
tWo completely
above
his shoulder
was no change
in the grove
in
with Aerie.
momentS
to.realise
that something
was.in the grove with
mendly,
Aerie.
astcpbaek
from the.hulking
beast.
'He's
seneschal.'
.
Aerie.'
The voice was.even
deeperthlfuAerieh;ld
expected.
The snake-dragon
dropped
'Good Evening,
four muscular
limbs.
The tips of clawedtingersdugirnotbe
topsoil as it moved.
Under the sealed skin,
muscles
'That
flexed
Aerie
, 'Currently.'
The snake dragon
t.almost be mistaken
for a mile.
Liam
said Mthing;
tty to hide
itS head
'I amthiscfCa!W'e.
He simply glared
the disgustinhis
toW!irdAerie.
ilisa
voice.
Thetwjsted
pulled
the pendant
from
Liamsimply
expression
passingthirig.
Do you
powerful
glared
at him.
Qn its elongated
have
anything
mQuth
that
his PQcketandlQwereditimothe
crea!W'e's
outstretched
(clawed)
hand.
With
eyes
Though
told him
finger,
Aerie
it lowered
could
the. pendant
see nothing
to touch
brave Knight.'
Thecreaturec1lmbed
'She is unharmed,
: creature
sPQke, giant wings sproutedfrQ.mits.back.
:rQJ(ether,
the surfuceofthe
in the \>iater,something
water.
Ripplingwaves
sparkled
in the creature
wider
the fresh
stone.
'Slarge
in the
round
to this
Talons
thanAeric's
wrist cIQsedaround
the gold trinket, careful n(:ltJQharm
the fragile chain.
LumberingacrQss
grasses,
the creature
lowered
its weight dQwn~side
the stream that flowed out from the base ofthestanding
sunlight.
could
belonged
atAeric.
:
Aerie
ontO
and rippled.
is tbe seneschal?'
wQman?'
down
bllCktoitS
Aericelimbed
for thebeasrsappearance~momentarilyforgotten.
the wing beside his Qld mentm.
tl'
the seneschal,hisJappre!!tice'andthe
l(jnely'
feet.
onto
knjo:htflew<:>ff
116
tQ :rescue.
seeLiamtransfQITn
the: lady.
hirnSelfinto
a:
DESIGNER'S NOTES
enter
DESIGNER'S
the druid
coincidence
their
the most
contempt
that both
inspiration
from
these
It is probably
classes
the same
druid,
magic,
Celtic
of high-level
importantly,
the druid
become
dogged
druids
class
down
than
they
With
given
its own
least
the advent
class
its powers
gave
class
is free to develop
the great
class
reading
myth
that have
historians
The
Now
that
description,
blurred
believe
wizards
people
might
claim
was
was
originally
carries
with
Merlin
with
druid
represented.
him
love.
Were
street,
be with
In this book,
full breadth
This
player
flock
I have
that nonnal
that
to him
enemies
to create
must
ruler
and give
instead
in the
in the midst
have
a stake
might
the land
and others
vipers.
cold
a king
when
I have
could
of magic
and to reveal
a poor
cousin
stand
to
and power.
use to practice
all others.
it should
equal
attempted
how
Too often,
of either
apart
to if not greater
that
druid
wizard
trom
than
his
or
both
as a
either.
to magic
their
but
than
anything
else,
revere
beautiful,
could
and emulate
terrifYing
class,
might
surrounded
image
by wolves
as
be a little
nature
and above
and
all filled
of a man
some
in leather
others
Still others
arctic
will wonder
great
open
deserts
or
winters.
Robin O. Duke
in the
and so
to the
of the druid.
and women
that
it for
to
and
a guide
in
attempt
of ravaging
air of mystery
a druid
from
is considered
of power
Drnid,
their
rules
apart
force
also
a druid
for good
back
blend
magic
they
Merlin,
fingers
time
gain.
to create
cleric
their
spend
power,
Like
stands
armour
the
Merlin
is the world
and animals.
will be equipped
with a poison blade, her hair and
body covered
in venomous
spiders
and terrifYing
for advice,
him as irrelevant
men
their
peculiar
druids
can bring
When
to be respected
attempted
twiddling
they
The Quintessential
stifling.
all druids.
and majesty
is a world
still
that
a druid
beasts
to
to encounter
not dismiss
a despotic
nature
and wonder
their
to unseat
More
many
will
of men.
outlined
a druid!
and power.
to curse
your
in their
opponents.
one
of the
but
He is a figure
you would
it should
people
for spells
them
feared.
town,
in mind
to have
own
Merlin,
an aura of mystery
enters
for cures,
bring
a druid
Like
out there
Merlin
to
rise to the
keep
exist
the inspiration
gave
adaptations
his character)
that Merlin
Though
to gain
magic
to
player
appear
could
Masters
of wondrous
the world
magic
that the
mythology
class
(mostly
Garne
all manner
of nature
own
at
description.
I feel it is time
forgotten
there
but I
wanted
base.
is still difficult
For every
Of
the
of druids
giving
was
on its own,
Celtic
at
this overhaul
power
encompass
create
magic
With
priest,
of the druid
the druid
simple
was
general,
fully
and turn
the land.
while
priest
the druid
spell
a reasonable
druid
its own
the spirit
pick
invoke
class
hann
what
Druids
that the
specialist
and woodland
cities
about
wilderness.
about
specialist
could
will give
the druid
remained
the druid
Unfortunately,
prejudice
as a mere
with
book
kind
past
where
are
world
huntsman,
in my opinion,
(and a poor
of ages
world
circles
that ravage
that would
of the druid
this book
This
stone
The
people.
part of a decade,
class
can
more
do about
overshadowed
of the cleric
Though
Even
has,
they
toward natural
in standing
up to
in the player's
squirrels
part
play.
Because
area,
when
or fighter.
its leanings
inadequate
the demands
hope
drew
myths.
in particular,
with
can seem grossly
only
originally
no single
mysteries
both classes
fail to specialise
in anyone
appear
at first sight to be underpowered
compared
great
powers
course,
in the d20 game,
archmage.
where
can invoke
back
the classes
receive
can speak,
inscribed
glens
NOTES
fall
the trees
cannot
117
INDEX
Crimson Lips 31
INDEX
A
Dark Cloak 55
Death and the Otherworld 71
Death Blossom 31
Diminutive Wild Shape (General) 92
Dire Form (Animal) 92
Dire Hide 44
Dire Leather 44
Discern True Form 76
Dragon Wild Shape (Basic) 90
Draw Forth the Power 29
Dreamer 18
Druid Ceremonies 64
Druid Circle Magic 105
Druid Lifestyles 32
Druid Magical Writings 75
Druidic Membership 16
Dual Life 27
Aba 43
Abdication 104
Adder's Balm 47
AlderTorc 46
Anchor Sacred Grove 38
Anchoring a sacred grove 98
Animal Hide 44
Animal Specialisations 89
Animal Wild Shape (Basic) 89
Ankheg Hide 44
Archdruid 14
Archdruids and the Inner circles 62
Archdruid's Staff 15
Armour and Shields 44
Ash Vial 46
Assassin Gauntlet 53
Attuned Foci 45
Augment Wild Shape 38
E
B
Elemental Creatures 38
Elemental Friendship 77
Elemental Wild Shape (Basic) 90
EmpowerForm 92
Encase in Amber 77
Equinox and Solstice 64
Equipment Master 40
Extra Companions 40
Extra Wild Shape 41
Extra Wild Shape (Special) 93
Bear's Fury 75
BeastAffinity
17
Beast Friendship 76
Beast Whisperer 16
Beast Wild Shape (Basic) 89
Black Skin 54
Blue Vision 48
Bone Garland 46
Bone Studded Leather 44
Bonus Feat 24
Bramble Hold 48
Brother's Staff 76
F
Faerie Magic and Druid Magic 75
Fast Wild Shape 41
Fey Wild Shape (Basic) 90
Fine Wild Shape (General) 93
Fishing Net 45
Fluid Shape 41
Foundations of Spirit 27
Freedom of Size 77
G
Gargantuan Wild Shape (General) 93
Garland of Healing 46
Gaze of the Beast 17
Generation Casting 41
Grand Signet 55
Greater Nature'sAids 77
Grove Defender 19
Grove seneschal 102
Grove Specialisation 21
c
Camouflage Kit 45
Casting circle magic 106
Change Form 76
Child of the Wild 4
Chosen Grove 20
Circle Champion 107
City Dweller 5
Clothing 43
Cobra Whip 54
Colossal Wild Shape (General) 92
Companion Capacity 16
Condemnation 25
Cord 44
Craft and Foraging 33
Creature Harvesting Guide 34
lI8
INDEX
Grove Spell 21
GrowClaws 25
H
N
Hawthorn Garland 46
Heal Craft 29
Healing Slumber 21
Herbal Recipes 47
Hibernation 78
Howl of the Wolf 17
Huge Wild Shape 93
Hunting Fever 23
Huntsman's Mount 23
Hush Berry 48
I
Ice Boots 43
III Feeling 107
Imbue with Wild Shape 78
Immersion Check Modifiers 67
Improved Venom Immunity 30
Incorporeal Wild Shape 93
Inhabitants of the Otherworld 68
Initiation into the Archdruids 63
Initiation into the Order 58
Inspire Hunt 24
Inspire Might 17
Invest Magic 41
Invested Trees 52
Invoke the Power 27
Ironwood 55
L
Land Bond 27
Large Wild Shape 93
Learning Circle Magic 105
Learning to make Foci 45
Leather Shields 44
LesserNature'sAid
79
Ley Line Power 115
Lighten Burden 79
Lightuing Strike 108
Living Items 52
Locked True Realms 116
0
Oak Brother 6
Ogharn the Language ofthe druids 37
Ollave 8
One with Nature 16
Ooze Wild Shape (Basic) 91
Otherworld Lore 18
Otherworld Passage 80
Otherworld PassageI 19
Otherworld PassageII 19
Otherworldly Realms 68
p
Pandemic II I
Partial and Combination Transformations
Passing Through 67
Perfect Tree Craft 29
Personalising the Power 88
Plant Abundance III
Plant Wild Shape (Basic) 91
Plunder Grove 81
Poison Blood 31
Poison Sense 30
Poison Use 30
Potion Gardens 49
Preparing Druid Spells 73
Prolonged Metamorphosis 97
Protection from Air Creatures 82
Protection from Earth Creatures 82
Protection from Fire Creatures 82
Protection trorn Water Creatures 82
M
Magical Beast Friendship 80
Magical Beast Wild Shape (Basic) 90
Maiden's Secret 31
Martyr's Devotion 25
Master of the Hunt 21
Master'sFreedom 15
Medium Wild Shape 94
119
96
INDEX
The Tradition of Honesty 62
The Tradition of Hospitality 60
The Tradition of Trials 62
The Traditions 60
The Tree of the Dead 56
Thick Furs 43
Thorn Shield 112
Time and Travel in the Otherworld
Tiny Wild Shape 94
Tools and Kits 45
TotemAnimal 42
Touched Template 70
Traceless Passage 19
Track 24
Track Quarry 24
Tracking druids 32
Transmute to Ichor 31
Tree Craft 28
Tree Dancer 28
Tree's Resilience 29
True Form 94
True Grove 15
True Groves 114
TrueNature'sAids
84
Rescued Soul 9
Resist Nature's Lure 19
Resistant Shapeshifter 42
Restful Slumber 21
Restless 83
S
Sacred Anatomy Kit 45
Sacred Grove Special Powers 101
Samhain 66
Sand Sprout 83
Scroll Flowers 50
Seer's Fox 48
Seneschal Spirit 103
Small Wild Shape 94
Speak with Animals 17
Speaker for the Land 27
Spell Toxin 31
Spell-Like Investitures 51
Spirit Guide 19
Spirit Guides 67
Spirit of Rage: 25
Spirit of Transformation 83
Spoils of the Hunt 34
Stability III
Summon Nature's Horde I 83
Summon Nature's Horde II 84
Summon Nature's Horde III 84
Summon Nature's Horde IV 84
Sustain Wild Shape 42
Swarm Form 94
Swiftly Travelled 19
Swine's Rest 48
u
Undead Wild Shape (Basic) 91
Unicorn Sword 56
Unrebuked II
Using Attuned Foci 45
v
Venomous Vial 86
Vermin Friendship 86
Vermin Specialisations
Viper Strike 87
Vitiate Ichor 30
Vitiate Maiden 29
T
Terrain Focus 42
TheArchanix 63
The Boundaries ofa Sacred Grove 100
The Bounty of Nature 33
The circles 59
The Elders 60
The Grand Druid 63
The Mingling of Worlds 66
The Oakheart Style 7
The Otherworld and Reverie 69
The Otherworld Plane Traits 65
The Powers and Privileges of the Seneschal 102
The Ravages of Civilis ation 99
The Ritual 114
The Samhain 64
The Tradition of Guardianship 62
w
Wandering druid 12
Ward 112
Watery Master 84
Weather Mastery 113
Weave Vessel 85
Weaving Spells 73
Wild Clothing 36
Wisdom of the Wild 15
Wolfs Bane 48
Wood Splint 44
120
92, 123
70
RULES SUMMARY
RULES
SUMMARY
New Feat
Druid Feats
Prerequisites
General Feat
Extra Companions
Animal friendship
Knowledge
Invest Magic
Knowledge (nature) 9 ranks, Spellcraft 9 ranks, one other item creation feat
(nature)
Metamagic Feats
ElementalSummoning
metama
Generation Casting
Wild Feats
' ,AUgmentWildShape
Equipment Master
Extra WildShane
Wild shape,at least two advancedwild shapeabilities, Dex 13+
FluidShape
.
Resistant Shapeshifter
; SustainWildShape
Druid Armour
Armour
Light Armour
AnimalHide
Bone Studded
Leather
Dire Leather
Cord
Cost
Armour
Bonus
Maximum
Dex Bonus
Armour
Check
SpeedSpeedWeight
Arcane
Spell Failure
+1
+7
+5
0
-1
5%
15%
20gp
+3
-500gn
10gp
20 ft. 151bs
+3
+2
+5
+6
-1
15%o
30ft.
-2
15%
+4
+3
MediumArmour
Ankheg Hide
1,500gp
+5
6,750gp
Dire Hide
HeavyArmour
Wood Splint
Shields
Shieldsmall
--
10Ogp
+4
3gp
+2*
19p
+1*
20%
+3
-4
20%
4'0
-7
40%
-1
-2
5%
----
---
21bs
3 Ibs
RULES SUMMARY
S 6 7. 8 9
S eei:tl
NatureSense,I stTerrain
Ada~tion,Animal Companion
l2
3
14
5
16
7.
+2
+3
+3
cf4
+5
18
'1>61+
I
'1>3
+3
"1>4
'1>4
+5
+5
"':;3
+3
~on
ReSISt IImres
",4
""
+4
H
WildSh~
Ct-2 Ct-5 WltiiSli
+5
+2
Wild~
"'"
+1
4{;
+2
9
Lw
II
+6/+1
+11+2
+8/+3
+6
+7
+7
+3
,.1
+3
tl2
Ct-9t+4
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+8
+8
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L~1
15
16
17
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+9
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+12/+7/+2
+
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+
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Wild Shane
Basic Abilities
2nd rrainAdaDlatl0n
+6'
Wild S1uI
+6
ificl
+7
4th TerrainAda,itation
WShimP.
..8
if11l.Sh
WildSh'!:,
A thousand
faces
'1>4 +8
.~ +9~n'"
+5 +9 Wild Sha e, timelessbod
+
WildSha
'1'1
+5
+10 Wild Shape
e
+11 Wi Shape
+12 WIW!:JllaJ!f'
+6
- - - - - 4 2 - . - - - .
4 2 I - - - - 5:::IJ . . - . 5 3 2 I - - - . 5 3 3 2 6 4 3 2 I
- 6 4 3 3::] - - 6 4 4 3 2 I - n. .<I 4 1 1 ?
- -
6544321-
- - - I
- I
- -
.- .- -.
- -.
- .
--
6~-
6 5 5 4 4 3 2 I
6 5---:5 4 4.3
. -
1 ?
6 5 5 5 4 4 3 2 I
5 5 4
6 5 5 5 5
5
6 5 5 5 5
6 5. 5 5 5
PrereQuisites
level druid
5"
"I!~ evefdnnd..ArtUllaWlIdSnane
14" level druid, Animal Wild Shape, Beast Wild Shape, Magical Wild Shape
16" ever .miil!"
level druid, 5 ranks Knowledge (otherworld), Sylvan
10'"
ane
cas
I
a
t
TO"'!eve
16" level, Animal Wild Shape, Beast Wild Shape
'Z'..,ev<!rllnIllt"
level druid
5"
8" 'level druid. 5ra11ki! KnoWled"W(neerolo~vi
level druid
5"
Either fine or tiny size using wild shape, 8" level druid
IL" levetW'UIU;AI1II11anv(U:nsnane...
15" level
,.,.,..
~
"""'..""""
Diminutive
size, 8" level druid
evel <ltUl~r
'1\I\!1er'!1ugeorci)foSSitTsIZC
J'"
Either large or gargantuan size, 15" level druid
ev
I
Either medium or huge size, 8" level druid
"l>ltners!!l!illonam~
EIther medium or tiny size
rm oITanarumaIfoeast orvem!lh two-Sl2e categones smaller
"I!~"leve
tha"fhedrui
Diminutive or ' small size, 8" level druid
orm s race
0 a,cI:"."
assam
I
122
I
I
5 4 4 3 3
If If
5
4'
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Advanced Abilities
lDire"Form
Empower Form
4 3 3 2
4 4 3 2 I
Ootions
RULES SUMMARY
Vermin Specialisations
I SnecialisaHon
~
Beetle
l.M..antis
as
enupe
r::
e
Giant
Giant
Giant
Giant
- W'W'tW'~~
--
These
A small
~.!J?i22:.colossal
m~n~lrous scorpion
Ttny monstrousspid er large monstrous
monstrous
or medium
Bird
Cat
~~-
Fish
.Lizard
Primate
~
.
...
monstrous
spider
.
to any small
size druid
needs
or medium
---
~~ssal
size druid
Druid
Tiny
~iI1
Medium
rnBn!'e
Baleen
spider,
monstrous
that takes
advanced
Eagle
whale,
Vermin
powers
--
Shape.
to transform
--
whale,
orca
himself
into these
forms.
--
--.
whale
--
--
smaJDI02.alrewol[
--
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Wild
spider, huge
spider,
monstrous
- --- - -
cachalot
~<,!g,wo!L
--
--
Cheetah,leopard
Cat,)in,tiger,di!:elion,dire tifier
Pony,warJ'On.xHeavY.!l2.e...!teavy.w:lfh()~se.1...!!:hthorse,
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Shark
shark,
h~\te.shark""di~L"!l:ie
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bizard.
- - - --
$illall
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viper
snake,
or medium
to any small
size druid
=--t~
5dS
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2d%
4d%
needs
or medium
~- - _. -
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Size of Swarming
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5dS
1d%
4d%
powers
Wild
--
Colossal
l<H.f.L
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6dJO.
2d%
123
Shape.
to transform
himself
into these
Mejjiiiiii--i'.arg~_-
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IdS +1
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6dlO
Animal
forms.
Creature
TinyS,m'ilL
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size
are available
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vi,,~ake...
animals
gargantuan
'
~~",..aJr~be!!r
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A small
~e
--
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These
==---
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-. ---!!!raAnimals"
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-- -
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manunal
medium
1Sp.ecialisatlon
Aquatic
- -
vermin
--
-- --
- -- --
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..
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Giant wasp
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monstrous Centipede
Scorpion
Available Vermin'.
--
Ant
HU~-
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The Qui11tesse11ti~1Df'uib
PLAYER
LEVEL
CHARACTER
CLASS
CHARACTER
CONCEPT
RACE
PATRON DIETY I RELIGION
PLACE OF ORIGIN
ABILITY
ALIGNMENT
FIGHTING
STYLE
HIT POINTS
SCORES
TEMPTEMP
SCORE MODIFIER SCORE MODIFIER
STRENGTH
DEXTERITY
~
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CONSTITUTION
HIT
INTELLIGENCE
DIE
WISDOM
ARMOUR SHIELD
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YIN
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DEVICE
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CHA
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INTIMIDATE"
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WEAPON
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SPELLCRAFT
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YIN
WIS
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YIN
STH
TUMBLE
YIN
YIN
DEX'
CHA
USE
YIN
DEX
YIN
WIS
ROPE-'
WILDERNESS LORE"
NOTES
READ LIPS
SCRY-'
NOTES
PICKPOCKET
PROFESSlON(
NOTES
NATURAL MISC
MODIFIERS
TOTAL
ABILlTV
RANKS
MISC
CHA
YIN
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SIZE
INT '
HANDLE ANIMAL
WEAPON
ANDARMOUR
PROFIOENCIESHIDE-'
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CONCENTRATION"
MODIFIERS
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3(3(12
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TOTAL
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FEATS
ITEM
LOCATION
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NAME
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/ LIFTING
MONEY
Movement
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ABILITIES
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Rate
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Hour Walk
HusrIe
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SpedaI
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SP
Day Walk
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PP -
Light
Medium
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x3
00
.
GEMS-
EXPERIENCE
TOTAL EXPERIENCE
PUSH OR DRAG
ox MAXLOAD
LANGUAGES
XPS NEEDED FOR NEXT LEVEL
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NAME
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mls
PAGE IS DESIGNATED OPEN GAME CONTENT. PERMISSION GRANTED TO PHOTOCOPy FOR PERSONAL USE ONLY. A COpy MAY BE DOWNLOADED FROM OUR WEBSITE
LICENCES
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