At the crossroads of Faith and Spirit you will find the Druid. Unique among practitioners of the Spiritual Arts, the Druid believes there is no distinction between the powers they wield and the divine hand of the gods. One cannot truly understand the Spiritual world without Faith, but without an understanding of the Spiritual arts Faith itself is misunderstood. This is a balance that every Druid adheres to regardless of their own particular beliefs. Despite this unifying factor, the Druidic faiths and the Conclaves that follow them are among the most varied and fragmented of all Faiths, for any number of Conclaves may revere an entirely different aspect of the same god. Fortunately, some Druidic Faiths are inclusive enough to recognize this fact. Yet for others who follow gods, demigods, demons, and powerful beings with far more malicious and sinister intent, this can lead to wholesale slaughter and bloodshed all in the name of the same deity.
Among Druids you will find some of the most versatile heroes, villains, and adventurers, for the unique combination of Faith and Spirit provides a vast array of powers at their disposal. Depending on the Druidic Conclave they belong to, Druids can fill virtually any role in a group. Some may find that the confines of a Conclave are too restrictive and seek to make their way alone. This can be an alluring option; many a Witchdoctor or Mystic are found in the wild places of the world as a result.
Regardless of the Faith they follow or the Conclave they belong to, Druids are most often found on the outskirts of Society. Their unique belief system can sometimes set them at odds with established Faiths, driving them to meet in secret or establish remote communities where they can live and practice their Faith in relative obscurity.
Typical Roles: Healer, Support/Utility, Ranged Damage, Tank
Damage Types: Spirit (Arcane, Elemental, Natural), Faith (Holy, Demonic, Psionic, Primal)
Class Mechanic: Spirit and Faith
Available Races: Wild Elf, Dwarf, Halfling, Human, Half-Elf, Kayden, Minotaur
Initial Gold: varies by race from 126.0 to 210.0
During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don’t like the results
Natural Armor Proficiency: Cloth
Trainable Armor Proficiency: None
Natural Weapon Proficiency: Knives, Staves, Wands
Trainable Weapon Proficiency: Bludgeons
Druids use the following chart for leveling up:
HP Dice: Frail 1d6, 1d6 (Small), 1d8 (Large)
- Add bonus Spirit gain from intellect bonuses if applicable
- Max Spirit Powers Known does not include Tier 0 powers
- Leveling up only increases the capacity for known Spirit Powers, to actually learn new powers seeLearning New Spirit Powers for details
- Max Faith Powers Known does not include Tier 0 powers (i.e. Prayers/Rituals/Systems/Mantras)
- Leveling up only increases the capacity for known Faith Powers, to actually learn new powers see Learning New Faith Powers for details
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Druids may choose to specialize their skills in up to one weapon use, one spirit study and/or one faith discipline, but can not have more than two specializations in total.
- Max one Weapon Specialist skill (choose from: Knives, Staves, Wands, Bludgeons)
- Max one Spirit Specialist skill (choose from: Devastation, Destruction, Conjuration, Alteration, Fortification)
- Max one Faith Specialist skill (choose from any Discipline associated with your Faith Path)
Druids work in groups of like minded individuals who share the same beliefs, called Conclaves. Each Conclave is lead by one or more Chief Druid and is dedicated to a single pairing of Faith Path and School of Spirit Powers (i.e. Holy Fire, Primal Earth, Psionic Shadow, etc). There can be more than one Conclave dedicated to a particular pairing, however if they are located within close proximity to one another they often form part of a Greater Conclave.
To advance in rank in a Druidic Conclave requires that the Druid completes a sacred Rite, as prescribed by the leadership of that Conclave. To dabble in powers beyond your rank without having completed the appropriate Rite is usually punished by casting the errant Druid out of the Conclave.
The standard Rites based title ups for Druids are as follows:
|Title||Level||Qualifications||Rewards & Consequences|
|Witness||4||Rite of the Witness:
|Ritualist||7||Rite of the Ritualist:
|Augur||10||Rite of the Augur:
|Oracle||14||Rite of the Oracle:
|Chief Druid||17||Rite of the Chief Druid:
|Arch Druid||19||Rite of the Arch Druid:
A Druid Hermit is one who follows a known Druidic Faith, adhering to the prescribed pairing of Faith and Spirit powers that are acceptable to that faith, without actually being a part of a Conclave. This could be because no Conclave exists in that area, or that the Druid has simply chosen not to join, or even perhaps they have been excluded for some reason, regardless the result is the same. Because they are still following a known Druidic faith or religion, Hermits are generally left alone. However they will lack the sense of community and the benefits it brings if they are not part of a conclave.
Witch Doctor is the Outlaw Title given to any Druid that is not part of a Druidic Conclave and also does not adhere to any particular pairing of Spirit and Faith powers. Without these restrictions Witchdoctor Druids are capable of wielding some of the widest array of powers, combining forces together that would never normal be permitted. As a result Witch Doctors can grow to be extremely powerful, and dangerous. In doing so however, Witch Doctors earn the unwavering attention of both Mage Wardens and Zealots, and are likely to be cut down if they wander out of obscurity. As such most Witch Doctors live solitary lives, away from society.
|Outlaw Title||Qualifications||Rewards & Consequences|