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Druid (Optional)

 

Prime Requisite: Wisdom. Other Requirements: Neutral alignment.

Experience Bonus: 5% for Wisdom 13-15, 10% for Wisdom 16-18.

Hit Dice: Starting with 10th level, + 1 hit point per level, and Constitution adjustments do not apply.

Maximum Level: 36; Druid must challenge and defeat another Druid of the newly attained experience level starting at 30th level.

Armor: Leather armor; shield permitted if made only of wood and leather.

Weapons: Any non-edged/non-piercing weapon made with no metal.

Special Abilities: Spells (both druidic and clerical).

 

  A Neutral cleric of 9th to 29th level may choose to study nature instead of remaining among "civilized" areas. If he does so, he changes character class and becomes a druid. To become a druid, the cleric must find and live in a woodland home, meditating for one to four (ld4, rolled by the DM) months.

  During that time, a higher level druid (usually 25th level or greater) will find the cleric, test him for worthiness, and teach him the principles of druidic philosophy and magic. (The DM may prefer to handle all that in the background, or to make a protracted role-playing adventure out of it.) The new druid may then join the realm of the druids.

  A druid is pure Neutral, never Lawful or Chaotic. The druid devotes his life to the balance of all things and to the study of nature.

  Druid items and equipment are all made of items that were once alive (leather, wood, etc.). "Dead" things that have never been alive are repulsive to the druid; the character simply won't want to use or touch them. However, the character should not object if others use "dead" things. Thus, a druid can be a challenging character to play, but the role can be entertaining.

  Druids, unlike clerics, have no power to turn undead and so have reason to fear undead monsters. They may contact town churches if undead monsters threaten their realms.

  Every druid lives in, protects, and tends a section of woodlands. (Druids must live in a natural setting; they cannot live in a city or town.) Druids do not think of themselves as owners, but rather as caretakers, of wilderness. Nearly every tree in every wood land is cared for by a druid. Although minor damage to the woods is a fact of life, druids punish deliberate evil destruction of trees or nature. Even Chaotic monsters know this, and avoid harming things of the woods lest they incur the wrath of the local druid.

  The DM and players should be sure not to abuse this protective role. For example, a party foraging for food would not be attacked by a druid unless they killed more animals than they could eat, wantonly destroyed trees, etc.

  The battles of Law and Chaos are not the affairs of the druids, and they may simply watch such encounters from afar, helping neither side.

  When characters perform good deeds in the woodlands, such as curing wounded animals, this does not make the druid automatically friendly. However, assistance in fighting a huge disaster-such as a magical storm or major forest fire-could earn the gratitude and possible friendship of a druid.

  Should the druid change alignment, he will retain all the clerical abilities and clerical spells which druids can use (but will not regain his ability to turn undead); he will lose all druid benefits including druidic spells unless he returns to Neutral alignment.

  Druids have unusual abilities that help them in their woodland role, but they also have many restrictions. These are described below.

 

 

Druid Experience Table

 

Spells/Level

Level

XP

1

2

3

4

5

6

7

9

200,000

3

3

3

2

-

-

-

10

300,000

4

4

3

2

1

-

-

11

400,000

4

4

3

3

2

-

-

12

500,000

4

4

4

3

2

1

-

13

600,000

5

5

4

3

2

2

-

14

700,000

5

5

5

3

3

2

-

15

800,000

6

5

5

3

3

3

-

16

900,000

6

5

5

4

4

3

-

17

1,000,000

6

6

5

4

4

3

1

18

1,100,000

6

6

5

4

4

3

2

19

1,200,000

7

6

5

4

4

4

2

20

1,300,000

7

6

5

4

4

4

3

21

1,400,000

7

6

5

5

5

4

3

22

1,500,000

7

6

5

5

5

4

4

23

1,600,000

7

7

6

6

5

4

4

24

1,700,000

8

7

6

6

5

5

4

25

1,800,000

8

7

6

6

5

5

5

26

1,900,000

8

7

7

6

6

5

5

27

2,000,000

8

8

7

6

6

6

5

28

2,100,000

8

8

7

7

7

6

5

29

2,200,000

8

8

7

7

7

6

6

30

2,300,000

8

8

8

7

7

7

6

31

2,400,000

8

8

8

8

8

7

6

32

2,500,000

9

8

8

8

8

7

7

33

2,600,000

9

9

8

8

8

8

7

34

2,700,000

9

9

9

8

8

8

8

35

2,800,000

9

9

9

9

9

8

8

36

2,900,000

9

9

9

9

9

9

9

 

Class Details

Prime Requisite: A druid's prime requisite is Wisdom. If a druid has a Wisdom score of 13-15 the character gains a 5% bonus to experience points earned; if his Wisdom is 16-18, he earns a 10% bonus to experience points.

Hit Dice: A character cannot become a druid until he has reached at least Name (9th) experience level as a cleric. Therefore, from then on, he will receive only 1 hit point per experience level gained after 9th level.

Armor: The druid may not wear metal armor or use metal items. He can wear leather armor and shields made of wood and leather.

Weapons: Druids, like clerics, may not use piercing or cutting weapons; and even of the weapon types they can use, they may not have weapons with metal parts. He can commission craftsmen to make all-wooden versions of appropriate weapons; they cost 50% more than their counterparts, but otherwise behave identically.

 

Druid Saving Throws Table

Levels

9-12

13-16

17-20

21-24

25-28

29-32

33-36

Death Ray/Poison

7

6

5

4

3

2

2

Magic Wands

9

7

6

5

4

3

2

Paralysis/Turn to Stone

10

8

6

5

4

3

2

Breath Attack

12

10

8

6

4

3

2

Rod/Staff/Spell

11

9

7

5

4

3

2

 

Abilities and Restrictions

 

Druid Spells

  Druids can cast any spells that clerics can (except those which affect good or evil, as described below). Druids also have access to a special list of druid spells, which normal clerics cannot learn or cast. The druid is not able to cast more spells per day than a cleric, but he can use spells from both cleric and druid spell lists. The principles of clerical and druidic magic and the lists of spells are found in the spell section.

  A druid cannot cast any spell that affects good or evil (protection from evil or dispel evil, for example). He must live in a woodland home, rather than in a town or city. He may visit a city (though he won't feel comfortable there), and he will always prefer to sleep in the wilderness in a cave or other natural shelter if the weather is bad.

 

Higher Experience Levels

 

  Druids at Name (9th) level or above receive the title of druid, whether male or female. There are only nine druids of 30th level, seven of 31st , five of 32nd, four of 33rd, three of 34th, two of 35th, and one of 36th (the Great Druid).

  When the character reaches 30th level, he must find and challenge one of the nine 30th level druids; they will only fight with magic and unarmed combat, as weapons are not allowed. If the player character loses, he stays at 29th level, losing enough experience points that he is 1 experience point short of 30th level. Once he's regained 30th level, he may try again, but cannot issue another challenge until three months have passed since his first challenge.

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