Table of Contents
Arcane Background (Druid)
Druid
Requirements: Spirit: d6
Druids protect the wilderness, serve as priests for their local communities, or wander the world communing with nature and holding back the constant encroachment of civilization.
Most druids quickly acquire a heartwood staff (see below).
- Arcane Skill: Faith (Spirit)
- Power Points: 10
- Starting Powers: savage/powers/Beast friend, savage/powers/environmental protection, savage/powers/shape change, and two other powers chosen from the list below.
- Available Powers: Arcane Protection, Barrier, Beast Friend, Blessing, Bolt, Boost/Lower Trait, Burrow, Conjure Item, Create Pit, Damage Field, Darksight, Deflection, Disguise, Divination, Elemental Manipulation, Entangle, Environmental Protection, Farsight, Fear, Fly, Growth/Shrink, Havoc, Healing, Light/Darkness, Locate, Mystic Intervention, Protection, Relief, Shape Change, Sloth/Speed, Smite, Sound/Silence, Stun, Summon Animal, Summon Monster, Wall Walker, Warrior's Gift
Miracles
Druids may take Edges that require Arcane Background (Miracles).
Armor Interference (Minor)
Bulky armor interferes with a druid's ability to sense and commune with nature. They have the savage/hindrances/Armor Interference (Minor) Hindrance.
Components
Druids require small artifacts of their environment to cast their spells: sea shells, berries, twigs, etc. They have the savage/hindrances/Material Components Hindrance.
One With Nature
The base Duration of savage/powers/summon animal is increased to one hour. The Duration is also increased to one hour for the savage/powers/shape change spell as long as the druid (or his target) takes the form of a natural animal.
Wilderness Stride
Druids pass through rough terrain such as dense forest, rocky hills, or desert sands with ease. They ignore movement penalties for Difficult Ground.
Vow
Druids have a savage/hindrances/Vow (Major) to guard and protect nature. If they willingly allow significant destruction to the natural world or order (GM’s call), they subtract 2 from Faith rolls for a week. Catastrophic destruction might rob them of their powers entirely until they atone in some way.
Nature Sense
Druids commune with nature and its spirits, their savage/Survival skil lis linked to Spirit rather than Smarts.
