Druid 4 (12)

Core Rulebook

A druid is a servant of a nature deity or the entirety of nature itself. Some have specific interests such as animals, plants, or storms, with greater powers relating to that devotion. Druids are leaders and advisors in some cultures, society-hating hermits in others.

Motive: Protecting nature

Health: 12

Damage Inflicted: Moderate wound (4 points)

Armor: 1

Movement: Short

Modifications: Nature lore, perception, and stealth as level 5

Combat: Druids use simple weapons crafted out of natural materials, such as spears, slings, and bows, as well as ritual tools such as daggers and sickles.

A druid knows several spells, such as a short-range attack that uses electricity or fire, healing a touched creature for 4 health, calming and befriending animals, traveling quickly, controlling the weather within long range, transforming into an animal or plant, and manipulating the natural elements. A druid often has a loyal animal companion, such as a black bear, hawk, viper, or wolf.

Interaction: Druids are cautious when dealing with city folk, and they act quickly to stop the reckless use of fire or exploitation of the wilds. They are generally on good terms with local animals and magical creatures of nature (faeries, sapient trees, satyrs, and so on).

Use: A hermit druid comes to the aid of injured or lost characters in the wildlands. A druid has been attacking loggers and hunters who stray too far from civilization.

Loot: In addition to weapons, light armor, and some moderately priced ritual items, a druid might have a couple of cyphers or perhaps an artifact.

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