THe druids

Of Shadowgate

Druids


Druid:

Stat requirements: 15 wisdom
Races allowed: beastman, elf, firbolg, gnome (rock/forest), half-drow,
half-elf, halfling (ghostwise), human (except tiefling and aasimar),
voadkyn
Alignments allowed: LN, NG, TN, NE, CN
Cannot multiclass with: n/a
Hitdice: d10
Saving throws: fort/will strong, reflex weak
Class Skills: disguise, healing, perception, survival
**disguise temporarily substituted to endurance until installed
Class Feats:
L1: light armor proficiency, medium armor proficiency, shield
proficiency, simple weapon proficiency, spell focus
L3: tracklessstep
L4: shapeshift
L9: venom immunity
L11: wild speech
L16: wild knowledge
Also: one bonus hybrid feat at L21, and every five class levels
thereafter

Art by Sirtiefling at Deviant Art


Druids are champions of nature, though they claim no power over it.
Instead, a druid’s power comes from being one with the natural world,
revelling in the awesome destructive power of a storm and finding
strength in the gentle rejuvenating potential of a calm pool. Druids
are a mixed lot, following the paths of various deities and even
holding to diverse truths about the natural world. As such, any
two druids may not see eye-to-eye on many matters, including the
very essence of nature itself. Many druids prefer to be solitary,
finding the company of others an unwelcome distraction. Some form
circles with other druids, employing strict hierarchies wherein
each druid knows his own standing and that of his brothers and sisters.

A druid must hold on to some measure of dispassion in imitation of
nature’s own ultimate indifference. As such, only those of neutral
alignments may become druids. Some spells may require additional
components or particular settings, such as an area with a still pool.

In addition to spells, a druid can <shapeshift [form]>, gaining new forms
and new abilities as the druid grows in power. Druids train with natural
weapons and armor, and they further take traditional oaths that restrict
them from using metal armor. Druids avoid carrying much worked metal at
all, believing that it interferes with the pure nature of the wilds.

Useful MUD helpfiles: feats, skills, spells, cast, prepare

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