Mountain Druid

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Base Class Statistics:

  • Ability Requirements: Muscle 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
  • Saves:
    • Paralyzation/Poison/Death: as Priest
    • Rods/Staves/Wands: as Priest
    • Petrification/Polymorph: as Priest
    • Breath Weapon: as Priest
    • Spell: as Priest
  • Proficiencies:
    • Weapons, Initial: 2
    • Weapons, Advancement: +1 per 4 levels
    • Non-Weapon, Initial: 4
    • Weapons, Advancement: +1 per 3 levels
    • Bonus Proficiencies: Geology, Mountaineering, Survival (mountain)
  • Allowed Weapons: Celt, Club (any), Dagger (any), Greyclaws, Kawanaga, Knife (any), Lasso, Nekode, Shepherd’s Crook, Sling (any), Whip
  • Allowed Armor: Non-metal armor, Wooden shields

Class Features:

Mountain Druids have major access to the following spheres: All, Air, Animal, Creation, Divination, Earth, Fire, and Weather. They have minor access to the Combat, Guardian, Plant, and Water spheres. Mountain Druids have access to the religion-specific spells of Duvan’Ku, god of the holy mountain, so long as they fall within their allowed spheres.

A Mountain Druid receives a +4 bonus to all saving throws vs. electrical attacks and a +20% bonus to his chance to Climb.

A Mountain Druid gains a modifier of +3 to his effective level when determining the effects of a spell from the Elemental (earth or air) or Weather spheres cast while in the mountains.

A Mountain Druid has the ability to Detect Earth Tremors (such as avalanches, volcanic eruptions, and rockfalls) one turn before they happen and Detect Stonework Traps. These function as Dwarven detection proficiencies. The proficiency scores equal to Wisdom +4 and Wisdom +0 respectively. If the Mountain Druid has these proficiencies from another source, he gains a +2 bonus on these checks.

A Mountain Druid learns the languages of mountain-dwelling sentient creatures (such as dwarves, red dragons, stone or storm giants, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.).

A Mountain Druid identifies plants, animals, and pure water with perfect accuracy at 3rd level.

A Mountain Druid shapechanges into a normal, real-world reptile, bird, or mammal up to three times per day at 7th level, exactly as described for common Druids. Each animal form (reptile, bird, or mammal, excluding giant forms) can be used only once per day.

The druid receives his spells as insight directly from his deity, as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment. In addition to those spells gained by leveling (see the Table below), the druid gains a number of bonus spells based on his Intuition score. Bonus spells of a given level are not gained until the druid could cast at least 1 spell of that spell level normally.

Priest Spells
Level 1st 2nd 3rd 4th 5th 6th 7th
1 1
2 2
3 2 1
4 3 2
5 3 3 1
6 3 3 2
7 3 3 2 1
8 3 3 3 2
9 4 4 3 2 1
10 4 4 3 3 2
11 5 4 4 3 2 1
12 6 5 5 3 2 2
13 6 6 6 4 2 2
14 6 6 6 5 3 2 1
15+ 6 6 6 6 6 6 6

The mountain druid uses an eagle feather as a holy symbol.

See Druids for details on the druidic hierarchy and advancement.

Mountain Druid

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