Ruins of Adventure
Return to Druids
Base Class Statistics:
- Ability Requirements: Knowledge 9, Intuition 12, Leadership 15
- Alignments: True Neutral
- Experience Chart: Specialty Priest
- Hit Dice: d8
- Maximum Hit Dice: 9d8
- Additional Hit Points: +2 per level beyond 9th
- Attack: Priest
- Paralyzation/Poison/Death: as Priest
- Rods/Staves/Wands: as Priest
- Petrification/Polymorph: as Priest
- Breath Weapon: as Priest
- Spell: as Priest
- Allowed Weapons: Club (any), Dagger (any), Hatchet, Kama, Knife (any), Machete, Quarterstaff, Scythe, Sickle, Sling (any), Woodsman’s Axe
- Allowed Armor: Non-metal armor, Wooden shields
Forest Druids have major access to the following spheres: All, Air, Animal, Creation, Earth, Plant, Protection, and Travelers. They have minor access to the Combat, Divination, Fire, and Healing spheres. Forest Druids have access to the religion-specific spells of Mielikki, the patron goddess of the woodlands, so long as they fall within their allowed spheres.
A Forest Druid makes most saving throws as a priest, but he gains a bonus of +2 to all saving throws vs. fire or electrical attacks.
A Forest Druid gains the supernatural ability to identify all plants, animals, and pure water with perfect accuracy after he reaches 3rd level. This requires no check. By merely looking at a plant or animal the druid knows what species it is, as well as basic information about its place in the ecosystem (natural habitat, diet, pack structure, dependent species, etc.).
A Forest Druid can pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate after he reaches 3rd level.
A Forest Druid can learn the languages of woodland creatures. These include centaurs, dryads, elves, fauns, gnomes, dragons, giants, lizard men, manticores, nixies, pixies, sprites, and treants. The druid can add one language at 3rd level (gaining the Modern Language proficiency for the language in question) and one more every three levels thereafter (3rd, 6th, 9th, etc.).
A Forest Druid is immune to charm spells cast by woodland creatures (dryads, nixies, etc.) after he reaches 7th level.
A Forest Druid gains the ability to shapechange into a reptile, bird, or mammal up to three times per day after he reaches 7th level. Each animal form (reptile, bird, or mammal) can be used only once per day. The size can vary from that of a bullfrog or small bird to as large as a black bear. Shifting shape takes one round, during which the druid cannot take other actions. The druid can remain in the new shape indefinitely—the duration of a form ends only when the druid turns back to the original shape or assumes another one. A druid can shift from one shape to another without returning to human form first.
Upon assuming a new form, the druid heals 10-60% (1d6 × 10%) of all damage he has suffered (round fractions down). The druid can only assume the form of a normal (real world) animal in its normal proportions, but by doing so he takes on all of that creature’s characteristics — its movement rate and abilities, its Armor Class, number of attacks, and damage per attack.
Thus, a druid could change into a wren to fly across a river, transform into a black bear on the opposite side and attack the orcs gathered there, and finally change into a snake to escape into the bushes before more orcs arrive. The druid’s clothing and one item held in each hand also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form.
Mistletoe is an important holy symbol to Forest Druids and it is a necessary part of some spells (those requiring a holy symbol). To be fully effective, the mistletoe must be gathered by the light of the full moon using a golden or silver sickle specially made for the purpose. Mistletoe gathered by other means halves the effectiveness of a given spell, if it causes damage or has an area of effect, and grants the target a +2 bonus to his saving throw if a saving throw is applicable.