The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by guillermocontreras373, 2017-05-14 22:08:48

The Complete Druids Handbook

TheCompleteDruidsHandbook

A

Rules Supplement

The
Complete

Druid’s

Handbook

by David Puhrer

1 Table of Contents
Introduction. ................ 3

I -- I 1.Personality Types . . . . . . .

Chapter 1: ........... 4 Diplomat . . . . . . . . . . . . . . . . . . . . . . .
Druid Characters.. Gardener . . . . . . . . . . . . . . . . . . . . . . .
DruidicOrganization. . . . . . . . . .4
The Essential Druid . . . . . . . . . . . 5 Idealist ....................... . ~ .
Mysterious Figure. . . . . . . . . . . . . . . . . . . . . . .
Druidic Branches . . . . . . . . . . . . . 8 Nurturer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Branch Portraits . . . . . . . . . . . . .10 RTruasdtiictio.n. .a.li.s.t........................ .. .. ................ . 79
Arctic Druid . . . . . . . . . . . . ..1C ................
Desert Druid. . . . . . . . . . . . . . 1 2 Fanatic ................................... '7n
............................... 13 Misanthrope. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
............................... 14 Druid Campaigns............................ .80
............................... 16 .80

uid ........................... .17 ...Chapter 5 1

............................... 17 Druidic Magic. QL

.............................. 18 New Spells. . . . . . .
Class Druids. . . . . . . . . . . . . . . . . ..20
xpanded Rules . . . . . . . . . . . . . ..22 First-level . . . . . .
Second-level. . . .
Third-level . . . . .
Chapter 2 ..................24 Fourth-level . . . .
Druid Kits Fifth-level . . .
Using Kits. ................. .24 Sixth-level . . . . . . . . . . . . . . . . . . .
A Look at Druid Kits . . . . . . . . Seventh-level. . . . . . . . . . . . . . . . . .
Adviser. . . . . . . . . . . . . . . . . . New Magical Items. . . . . . . . . . . . . .
~
. . . . . . . . . . . . . . . . .27 Herbal Magic. . . . . . . . . . . . . . . . . . .
Beastfriend... . . . . . . . . . . . . .28
Guardian... . . . . . . . . . . . . . . .30 !

.............................. .31 ......SCahcarpetdeGr 6r:oves.. ~
............... .............. 32
NaturalIPhilosopher........................ .33 Features of a Sacred Grove . . . 107
outlaw I. .................................. .34 Stewardship. . . . . . . . . . . . . . . .lo8
Pacifist ~................................... .35
.36 Sanctifying and Awakening
................................ 37
............................. .39 a Grove . . . . . . . . . . . . . . . ., . .
............................ .39 Magical Sacred Groves. . . . . . .
Defiled and Cursed Groves. . .
Standing Stones.. . . . . . . . . . . . . . . . . . .

............................... 41 Appendixes:
........................... .42 A: AD&W Original
. . . . . . . . . . . . . . . . . . .42 119
Edition Druids. . . . . .
Chapter 3: B: Bibliography . . . . . . .

The Druidic Order.. .........43 .Druid Character
Record Sheet..
The Circles ................. .43
High-level Druids . . . . . . . . . . .45 Druid Kit Record Sheet .........
The Shadow Circle . . . . . . . . . . .53

Creating a

Druidic History. . . . . . . . . . . .56

L,Introduction

1:Farmfiting ............................... 22 Mysterious guardian of a sacred grove,
2: Farm Random Events. ..................... .23 wise counselor to monarchs, cunning master
3 Lesser Grove Powers . . . . . . . . . . . . . . . . . .112 of many shapes, friend of animals, and ter-
4 Greater Grove Powers .................... .114 rible defender of unspoiled Nature: This is
5: Propertiesof CursedGroves. . . . . . . . . . . . . . . .115 the druid of the ADVANCED
6: Powers of Standing Stones . . . . . . . . . . . . . . . ..118 DRAGONSga@me.
7 OriginalDruid ExperiencePoints . . . . . . . . . ..120
8 OriginalHierophantExperience Points . . . . ..121 Although the priests of the
9 ElementalConjurings. .................... .122 Western Europe in the time of Rome called
10:Druidic Spellsby Class and Level . . . . . . . . . ..123 themselves druids, the druids of the AD&
game are not Celtic priests, nor do th
CREDITS
tice the bloody rites that made the
Design: David Pulver druids infamous in the eyes of Rome
Editing: Sue Weinlein these druids more closely resemble creatures
N e w Black and White Art: Jeff Easley of Victorian romance and modern fantasy,
Color Art: Larry Elmore, Merlin figures who revere Nature and wield
Keith Parkinson, Alan Pollack power over plants, animals, the weather, and
Typography: Angelika Lokotz the elements.
Production:Paul Hanchette
Special Thanks: Peter Donald, Chris Murray, This book is designed to illuminate the
Bruce Norman, and Tim Pulver. many abilities of druids and show how the

TSR,Inc. TSR, Ltd. neutral and "unaligned" druid can best ad-
120Church End, venture with a party of predominantly good
POB 756 characters. It also reveals what a druid does
Lake Geneva, Cherry Hinton
WI 53147 Cambridge CB13LB when not adventuring and demonstrateshow
a druid can become the center of a new and
USA. United Kingdom exciting campaign.

ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON, The Complete Druid's Handbook add
SPELLJAMMER,DUNGEON MASTER, FORGOTTEN REALMS, ous options to the druid class from
and WORLD OF GREYHAWK are registered trademarks owned er's Handbook, including druids from regions
by TSR, Inc. PLANESCAPE, MONSTROUS MANUAL, and the other than the woodlands, and introduces
many specialized druid kits. Also included
TSR logo are trademarks owned by TSR,Inc. are new spells and magical items, as well as
All E X charhrs, character names, and the distinctivelikenesses rules for a druid's sacred grove.

thereof are trademarks owned by TSR, Inc. Those using this book with the AD&D

Q 1994E X ,Inc. All Rights Reserved.Printed in the U.S.A. Original Edition game should know that page
references correspond with the AD&D 2nd
Random House and its affiliates have worldwide distribution
Edition Player's Handbook (PH)and DUNGEON
rights in the book trade for English language products of TSR, Inc. MASTERG@uide ( D M G ) .The original druid
Distributed to the book and hobby trade in the United Kingdomby
TSR Ltd.Distributed to the toy and hobby trade by regionaldistrib- class appears here as an appendix, with some
material from the AD&DOriginal Edition ref-
utors. erence book Unearthed Arcuna. 1 1
This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the
expresswritten permission of TSR, Inc.

Introduction 3

4 Druid Characters

-IrI

Y --

A

The traditional druid is a guardian of the
woodlands. Nature, however, is vast and
diverse; thus the druids detailed in this book
might live their lives protecting jungle rain
forests, arctic tundra, or even the subter-
ranean Underdark. As a result, several dis-
tinct branches of druid are presented here,
each essentially a new subclass built around
the basic concept of the druid class. As a
player, choose your druidic branch right after
deciding to play a druid character.

Dmidik Organhalion

The bpic druid as described in the PH is
referred to here as the "forest druid." The

the other branches reflect their geo-
arctic druids, desert druids,

for a desert druid. Instead, the branch of alignment and the beliefs of dkuids, refer to
desert druids has granted powers enabling Chapter 4: Role-playing Druids[
them to survive in arid country. Experienceand Hit Dice

Some rivalry exists between the different I
branches of druids. On most worlds, the for-
est druids belong to the dominant branch. All druids must use the dr$id column of
However, on a few worlds (such as one in the
midst of an ice age) another branch might Table 23: Priest Experience Levels (PH,p. 33).
wield the most power. For more details on
rivalry between branches, see Chapter 3: The Druids, like other memberslof the priest
Druidic Order. group, use eight-sided Hit Dice,(HD), gaining
one die per level from 1st thraugh 9th level.
The Dungeon Master can restrict some
branches to nonplayer characters (NPCs) or After 9th level, druids receive & additional 2
even prohibit them to suit the background or
direction of a campaign. For example, the hit points per level, but gain nq special bonus
Dungeon Master (DM) might decide that the
gray druids of the Underdark would make for high Constitution.
exciting adversaries for the characters. Since Proflcienciesand Crossoverl
having player characters (PCs) as gray druids
would water down the impact of the gray 1Druids gain proficiencies j1 st like other
druids as foes, the DM can prohibit players
from choosing that branch. Later in the cam- priests (PH, p. 50), starting wit two weapon
paign, after the party has encountered the and four nonweapon proficien ies.
gray druids, the DM might open the branch
to players. It is strongly recommended that you, the
player, use the optional nonjveapon profi-
Similarly,some druid branches simply may ciency rules when creating drpid characters
not seem very logical or useful in certain cam- with this book. The variou$ branches of
paigns. A wise DM would discourage players
from selecting the arctic branch for their druids.
druid characters in a campaign set in a jungle. come from the general,
groups. Druids have
The Essential Druid
tMoney and Eqbipment I
Some characteristics and limitations apply \
to all branches of the druidic order. The fol- Druids start with 3d6x10 p, which they
lowing section expands on the rules for druid
can use to purchase equipmen .All but a few
charactersin the PH (pgs. 35-38).
coins (less than I gp) must bd spent prior to
Alignmient and -os entering play.
All dlruids are of neutral alignment and
tIf using the optional drui kit rules de-
share an ethos devoted to protecting the wil-
derness and maintaining natural cycles and a scribed later in this book, b th the initial
balanca between good and evil (PH, pgs. 37, money and the equipment qllowed might
47). For a detailed discussion of the neutral
i ivary depending on the kit.

,I Druid Characters 5

I

Magical Items nondruidic eavesdroppers. It i s a precise1-
Druids use all magical items normally per- for discussing Nature; a druid pan say ”dense,
old-growth pine forest” in oilte word rather
mitted to priests, with the exception of writ- than a whole phrase.
ten items (books and scrolls) and those types
of arrnor and weapons that are normally for- The secret language has a specialized and
bidden them. (The weapons and armor per- detailed vocabulary limited to dealing with
mitted to members of each branch and kit do Nature and natural events; beyond this
vary, but they remain similar to those allowed sphere, it is very basic. A druid could use the
secret language to talk about the health of a
to druids in thePH.) person, animal, or plant; discuss the weather;
or give detailed directions through the wil-
Thus, a druid who finds magical chain mail derness. The language also cap describe dru-
may nat wear it, since druids must use only idic spells, ceremonies, powerk, and any nat-
nonmetallic armor. Similarly, a druid cannot ural and supernatural creaturep known to the
kield a magical mace, since maces are not druids. However, it containq no words for
among the permitted druidic arms. sophisticatedhuman emotions1 for most tools

The Setret Language Lor artifacts (beyond those us d for hunting,
All druids can speak a secret language in
farming, or fishing), or for eapons and
addition to other tongues they know. Using
the optional proficiency system, the secret liarmor (other than items druid use). The lan-

language does not require a proficiency slot. guage also contains few wor , s that refer to

concepts peculiar to sentient bqings, like prop-
erty, justice, theft, or war. Tenge distinctions
blur in this secret tongue; uspally the con-
cepts druids express bear a cdrtain immedi-
acy or timelessness.

Finally, the secret languagd of the druids
remains a purely spoken tongue. A few
simple runes or marks (symbplizing danger,

:psafe water, safe trail, and so on) xist for mark-

ing paths and leaving messag s, but the lan-
guage cannot communicate a tual sentences

converse

One druid wishes to say: i

dNot nly can druids use the secret lan- This magical long sword was a gift to
Melinda, wife to King Rupett, from Ru-
guage to provide passwords, they can speak pert’s court wizard Drufus. The mage
this private tongue when they wish to baffle gave it the power to throw lightning
bolts. But then King Rupert grew jealous
of Melinda. He had her executed and

I

took the blade for himself. After Rupert language. However, they may have devel-
died, the sword was left buried in the oped their own regional accents or dialects.
dungeons under his cast1 These could enable a listener to identify the
region the druid comes from, or provide a
In the secret language, the story might come clue to the speaker’s branch.
out something like this:
In a SPELLJAMMERo@r PL
This magic scimitar was for the Tall paign and through the use
Golden Female, mate of the Man-Leader, and magical items, druids from different
from the Wielder of Magic from the Vale worlds can meet. The DM should decide
of the White Eagles. He put the call light- whether their secret languages resemble each
ning power in it. But the Man-Leader other enough to allow communication.
wanted it. H e killed the Tall Golden
Female and took it for himself. He died. Finally, the druid’s secret language, while
The scimitar stayed in the cave under his private, is not supernatural-theoretically,
big stone man-den. others can learn it. However, because the
tongue provides druids with code phrases or
See the difference?There’s no word for long passwords, they simply will not teach it to
sword, so our druid has substituted ”scimi- nondruids. The great druid of the region will
tar.” (All druidic weapons have names.) The punish any who break with this tradition.
idea of a gift is described in more basic terms.
In addition, the concept of naming has no Shapechanging
place in this Nature-oriented language; Charactersbelonging to almost all druidic
people and creatures are known by descrip-
tion, status, or place of origin. branches (discussed later in this chapter) can
shapechange into various animal forms upon
Wizard becomes the more generic ”wielder reaching 7th level. For more than the follow-
of magic.” Lightning, a natural phenomenon, ing guidelines, consult the description of a
has an equivalent in the secret language. But particular branch’s granted powers.
the secret language cannot convey a human
emotion such as Rupert’s jealousy, so the Normally, the druid can assume only a lim-
druid has had to substitute less precise phras- ited number of shapes each day, depending
ing. Similarly, the private tongue does not on the character’s branch; the choice of branch
cover execution or murder, so the druid used usually restricts the types of forms the druid
the more generic “killed.’’ Finally, no druidic can assume.
term corresponds to dungeon or castle, so the
druid has had to use other words--”cave Shifting shape takes one round, during
under his big stone man-den”-to convey which the druid cannot take other actions.
that image. Of course, a druid not worried The druid can remain in the new shape indef-
about being overheard might mix the secret initely-the duration of a f
language and normal speech in a single sen- when the druid turns back
tence. shape or assumes another one. A druid can
shift from one shape to another without re-
The secret language helps bind the world- turning to human form first.
wide druidic order together. Druids from dif-
ferent circles (See Chapter 3: The Druidic Upon assuming a new form, the druid
Order) or branches all speak the same secret heals 10% to 60% (ld6x10) of all damage.
(Round fractions down.) For example, a druid
who has suffered 15points of damage rolls a
3 on a d6. Therefore, the character regains

Druid Characters 7

3 0 % ~ 1 5hp, or 4.5 hp. This value becomes 4 campaign world the Grand Druid, chief of all
hit points after rounding. druids in the world. The Grand Druid can
come from any branch, though on many
The animal form a druid assumes can vary worlds this position requires a member of the
from the size of a bullfrog or small bird to that usually dominant forest druids. A Grand
of a black bear. Unless noted otherwise, the Druid who retires and continues to gain expe-
druid can assume only the form of a normal rience can become a hierophant druid, of
(real-world) animal in normal proportions. A which a world can have any number.
druid in animal form takes on all the beast's
physical characteristics- movement rate, The rules for druids of 12th and higher lev-
abilities, Armor Class (AC), number of els described in the PH on pgs. 37-38 apply to
attacks, and damage per attack. The druid all druidic branches. For more details on the
retains original hit point and saving throw hierarchy of druids and the special responsibil-
values. ities of higher-level characters, see Chapter 3:
The Druidic Order.
The druid's clothing and one item held in
each hand also become part of the new body; Druidic Branches
these reappear when the druid resumes nor-
mal shape. Generally, a druid in animal form Each branch within the druidic order oper-
cannot use such items, but in particularly ates, effectively, as a separate priest class
challenging campaigns, the DM may allow under the standard druid rules. Here's how
the pages that follow describe the characteris-
protective devices, such as a ring of protection, tics of each branch

to function normally. Minimum Ability Scores. The druidic
A shapechanged druid radiates strong prime requisites of Wisdom 12 and Charisma
15, or slightly modified scores, serve as the
Alteration magic. minimum ability scores necessary for a char-
acter to choose a particular branch.
Turning Undead
Races Allowed. Standard (forest) druids
No druid has the granted power to turn are usually humans or half-elves, but mem-
undead. Such creatures are not of the living bers of other races can choose some druidic
world-the only world that concerns druids branches. (Details on these options appear in
-so members of this class have no control
over them. T h e Complete Book of Humanoids.) A number in

Higher-level Druids parenthesis shows the maximum level these
characters normally reach; they can achieve
The worldwide organization of the druids higher levels only with high ability scores, as
allows for the existence of only a limited
number of 12th- or higher-level druids, as- stated in the DMG, pgs. 14-15.
signing them special titles, servants, and
responsibilities. Druids who gain enough Armor and Weapons Permitted. Most
experience to reach 12th level can advance druids wear natural armor (leather) and use
only if they find a vacancy within the Order's wooden shields. Other armors, especially
ranks or wrest a position from another druid metallic kinds, are forbidden to all druids.
through the challenge. (See Chapter 3: The
Druidic Order.) Most of the weapons permitted to druids of
a particular branch resemble tools used in
Only one 15th-level druid exists in any herding, hunting, and farming, or hold sym-
bolic meaning to the druid. For instance, the
curved scimitar and khopesh represent both

8 Chapter One

aurials, and swanrnays. regions of a campaign. They could reach the
s can become druids, a 7th level of ability. Again, players could
develop a druidlike priest kit for this race.
tree, but it remains unlikely that
Halflings. The AD&D Original Edition
game allowed halflings to reach the 6th level.
of ability as NPCs; Umarthcd Arcana allowed*
halfling druid PCs to reach higher levels. In",

the AD&D 2nd Edition Complefe Book of".

elf druids can reach 12th level (like r

ch with having fun to
side of a druid's life.

the sickle used in the harvest and the crescent prove a problem, especially in areas like the
moon, which stands for birth, death, and arctic tundra. Nonmetallic materials can make
rebirth in the cycle of Nature. effective weapons, with the following modi-
fiers (comparedto similar metallic items):
The standard druid can use the following
weapons: club, sickle, dart, spear, dagger, Bone: 30% cost; 50% weight; -1 damage; -1
scimitar, sling, and staff (optional: scythe). to attack roll.

Use of metallic weapons and tools usually Stone: 50% cost; 75%weight; -1 damage; -L
remains unrestricted, but local availability can to attack roll.

Druid Characters 9

Wood: 10% cost; 50%weight; -2 damage; -3 Spheres of Influence. Each branch allows
to attack roll. its members access to different clerical spell
spheres. (An asterisk indicates a sphere to
The damage modifier reduces the damage which branch members have only minor
normally done by the weapon, with a mini- access.) Druids gain bonus spells for high
mum of 1 point of damage. The attack roll Wisdom.
modifier does not apply to missile weapons,
as the attack roll reflects the character’s aim Granted Powers. A druid has a wider vari-
and is not a function of the material used to ety of granted powers than a standard cleric,
make the weapon. Damage modifiers do an advantage balanced by a druid’s more lim-
apply to missile weapons, however. ited sphere selection and inferior armor.

Enchanted nonmetallic weapons must Special Limitation. Some branches suffer
overcome the negative modifiers, too; thus a from unusual disadvantages. For example,
bone dagger +1 works just as well as a normal heat debilitates an arctic druid.
steel dagger.
Holy Symbol and Grove. Many branches
Whenever a nonmetallic weapon inflicts of druids use plants as holy symbols and
maximum damage in combat, it has a 1in 20 spell components-mistletoe, for instance,
chance of breaking and becoming useless. symbolizes the forest druid. In habitats where
(The DM rolls a d20.) mistletoe is not available (such as deserts or
arctic regions), druids use other symbols.
Nonweapon and Weapon Proficiencies. A
druid of a particular branch must have cer- Forest druids worship in groves of ancient
tain proficiencies required by the branch. Rec- trees, which have become sanctuaries, meet-
ommended proficiencies are only strong sug- ing places, and sites of power for them. Alter-
gestions. If the DM permits the optional nate worship sites can replace groves for
druid kits from the next chapter, select the branches whose primary terrain does not fos-
druid’s proficiencies only after you, the ter tree growth. (See Chapter 6: Sacred
player, have chosen a kit, since kits have their Groves.)
own proficiency requirements.
Branch Portraits
If the DM prefers to use secondary skills
rather than nonweapon proficiencies, choose The following section of this chapter de-
appropriate druidic skills from Table 36 in the scribes the various branches of druids that
might exist in a campaign world. The DM
PH, p. 53. may freely create other branches as desired,
such as wildspace druids (from unusual
The scythe is a weapon available to many worlds in the SPELLJAMMcEamRpaign), aquatic
druidic branches. Its large curved blade, druids (tending ocean life on the continental
sharp only on its inner edge, attaches to a shelves), aerial druids (living on semisolid
handle 5 to 6 feet long. A harvesting tool cloud islands), and so on. Note that kits func-
used to reap grain, the scythe costs 5 g p and tion within andin addition to branches.

is medium-sized (M) Arctic Druid

factor 8. A scythe inflicts ld6+1 points of Description: Arctic druids feel at home on
damage vs. small or medium-sized oppo- the frozen polar tundra or on the slopes of
nents, or Id8 vs. large opponents. snowcapped mountains and ancient glaciers.

10 Chapter One

They even venture at times across lifeless ice Armor and Weapons Permitted: Leather
fields to assist lost animals. If an Ice Age took armor, wooden shield; club, daEger, dart, har-
place in the distant past, arctic druids may poon, knife, sling, spear, staff,Arctic druids
very well claim to belong to the oldest druidic can use metallic weapons if they find them,
branch, tracing their ancestry all the way back but mining is extremely rare in arctic areas,
to the days when humans huddled within making such items rare as well.
caves.
Weapon Prof iciencies: RQcommended-
Glydo, a typical arctic druid, (illustrated knife, harpoon, spear.
above) concerns himself more with animals
than with plants. Guardian of caribou herds, N onw eapon Prof icienci es:Required-
penguins, auks, seals, polar bears, and other (general) fire-building, weather sense; (war-
arctic and subarctic animals, he relentlessly rior) survival (arctic); Recummended- (gen-
pursues those who exploit animals out of eral) animal handling, animal training,
desire for profit. However, he faithfully be- direction sense, fishing, swimming; (priest)
friends hunters and trappers who respect the ancient history, healing; (warrior) endurance,
land and take from it no more than they need. hunting, mountaineering, tracking.

Minimum Ability Scores: Wisdom 12, Spheres of Influence: All, Animal, Divina-
Constitution13, Charisma 15. tion*, Elemental, Healing, Plant*,Weather.
(The arctic druid’s minor access to the Plant
Races Allowed: Human, half-elf. Optional sphere reflects the less abundantplant life in
-alaghi (11) arctic climes.)

do has @e following granted powers: Desert Druid 1

a,Redeives a +2 bonus to all saving throw. The deserts prove as inhos
normal plant and animal
vs. cold based attacks. regions. However, deserts
Le the languages of intelligent mon- worldwide order of druids.

sters wpose natural habitats are tundra, arc- Desertdruids such as Otaq (p&turedon p. 11)
tic, an4 subarctic regions. The arctic druid
gains o$e extra proficiency slot for this pur- escape o one can
pose ev#ry three levels (at 3rd, 6th, etc.). Such heal sick animals (and
languages include those spoken by ettins, create pure water,
frost gibnts, ice toads, selkies, werebears, good terms with
.white dkagons, winter wolves, verbeeg, yeti, desert druids revere all the
and oth+rs. a desert, from cacti and sco
and camels, they mos
Ignbres the effects of freezing weather fertile oases, which house
upon lu+nselfat 3rd level.
Desert druids also may
Ideptifies with perfect accuracy arctic areas, hot scrub land
d animals, thin ice (ice that would a DM sets a campaign in a
under the weight of a person or a this branch best suits an N
re water at 3rd level. encounter trave
Many desert druids
mal, marine mammal, or bird that of disturbances, and
polar bear, seal, reindeer, snowy downright eccentric.
olverine, and so on. The druid top their knowledge
If a party seeks something
e same animal's shape more than wastes or finds itself lost, fac
climate and suffers a -1 penalty to or running out of f
Is, saving throws, and ability checks encounter with a de

ents with temperatures above 80 Minimum Abili
s as his holy symbol a bone of an Constitution 12, Ch
1that has been carved into the
Races Allowed Human.
with prehistoric paintings Armor and Wea
armor, wooden s

scimitar, short bow, staff.
Nonweapon Proficiencies: Required-

(general) direction sense, weather sense

t(warrior) survival (desert). R commended-

l(ogceanlehraisl)torridy;in(wg a(lrarniodr-)beansdedu)r;a(qcreie, strt)ahckeianlign.g









jungles or tropical swamps. proficiency checks.
Spedial Limitation: None.
Gains a modifier of +3 to kxperience level
Hal$ Symbol and Grove: The jungle druid
when determining the effect$ of a spell from
uses a kom-tom (jungle drum) as a holy sym-
bol. Cbnstructing a replacement takes two the Elebental (earthor air) or Weather spheres
weeks, The grove is usually a circle of trees,
often ?ear a waterfall. cast wljiile in the mountains.

I For hstance, say Dansil, a bth-level moun-

Mounfain Druid tain drruid, cast the Weather +ell obscurement

The Imountain druid dwells in areas of while in his mountain environs. That spell,
;ugged hills, alpine forests, and peaks and
rocks above the tree line. Members of this which bas effects normally lasting 20 rounds
branch, such as Dansil (illustrated on p. 19),
wield over their environments a power (four rounds per level),has an adjusted dura-
gained from the element of earth and espe-
cially from stone, They also draw power frolr tion of 32 rounds, as though ,Dansilwere 8th
the weather, especially storms and clouds
Dansil~and his fellows protect mduntains and level. Modify its normal area of effect of 50
alpinelflora and fauna from those who would 4$00
exploit them. This role frequently brings them feet x feet (10 feet x 10 feet per level) to 80
into conflict with miners, especially dwarves. feet x feet.
Mountain druids often ally themselves with
storm and stone giants, which further anger: Senses avalanches, voldanic eruptions,
dwarves.
and rackfalls one turn before they happen
Minimum Ability Scores: Strength 9, Wis- when the player rolls 1to 5 op ld6. This abil-
dom 12, Charisma 15.
ity also enables the druid td detect deadfall
Races Allowed Human, half-elf.
Armor and Weapons Permitted: Leather traps qnd falling blocks on a,roll of 1to 3 on
armor, wooden shield; club, sickle, dart,
spear, dagger, scimitar, sling, staff. ld6.
Weapon Proficiencies: Recommended-
club, sling, spear. Learns the language3 of mountain-
Nonweapon Proficiencies: Required-
(warrior) mountaineering, dwellihg sentient creatures (quch as dwarves,
tain). Recommended-( gener
ing; (priest)healing, herbalism; (warrior)ani- 4red dragons, stone or storm iants, etc.), gain-
mal lore.
Spheres of Influence: All, Animal, Divina- ing one extra proficiency slot for this purpose
tion*,Elemental (earth, air), Elemental" (fire,
water) Healing, Plant, Weath every three levels (at 3rd, 6th, etc.).
Granted Powers: The mountain druid has
'he following granted powers: Identifies plants, animals, and pure water

Receives a +4bonus to all saving throws with $erfect accuracy at 3rd lkvel.
vs. electrical attacks and to mountaineering
Shapechanges into a notmal, real-world

reptile,,bird, or mammal up tp three times per

day at 7th level, exactly as described in the
PH. Each animal form (repti\e,bird, or mam-

mal, ewcluding giant forms) fan be used only

once per day.

Plaid Druid

The plains druid lives onlopen grassland:
with few or no trees: tempekate prairies anc

Drui# Characters 17

J

pampas, hot veldts and savannas, cool steppes, Speakswith any land animalsthathumans
and the like. Yalla is such a druid. (See illus- can ride, as well as plains-dwellingherd ani-
tration next page.) She often finds herself in mals, at 3rd level as though she had cast a
the company of nomadichunters and herders. speak with animals spell.
Her powers and interests resemble those of a
forest druid, but she has a closer interest in Shapechanges into a normal, real-world
the weather and the health of great herds reptile, bird, or mammal common to the
roaming her lands than in trees and crops. plains up to three times per day at 7th level,
Second only to the forest branch, plains exactly as described in the PH. Yalla can use
druids remain among the most common and each animal form (reptile, bird, and mammal)
best known of all druids. only once per day and cannot assume giant
forms.
Minimum Ability Scores: Wisdom 12,
Charisma 15. Special Limitation:None.
Holy Symbol and Grove: Plains druids
Races Allowed: Human, half-elf. Optional typically wear their holy symbol a diadem or
+entaur (14). arm band woven from prairie grass under a
full moon. They often choose as their grove a
Armor and Weapons Permitted: Leather circle of standing stones on the open grass.
armor, wooden shield; club, sickle, dart,
spear, dagger, scimitar, scythe, sling, staff. Swamp Druid

Weapon Proficiencies: Recommended- The swamp druid's role centers around
club, sling, spear. guarding marshes, fens, bogs, wetlands, and
swamps, as well as the abundant plant and
Nonweapon Proficiencies: Required- animal life within them. Willoo, an average
(general) riding (land-based), weather sense; swamp druid (pictured next page), resembles
(warrior) animal lore, tracking. Recommended a normal forest druid, but his particular habi-
-(general) animal handling, animal training; tat makes him less socially acceptable. He
(priest) healing; (warrior) endurance, hunt- opposes anyone who would drain his swamp
ing, survival (plains/steppes). in the name of "progress," even if such land
were needed for farming or urban construc-
Spheres of Influence:All, Animal, Divina- tion. Swamp druids often live as hermits; the
tion', Elemental (air, earth, fire), Elemental' more sociable among them sometimes serve
(water), Healing, Plant, Weather. as priests for outlaws hiding in the swamps
or for lizard men who lack their own sha-
Granted Powers: Yalla, a typical plains mans.
druid, possesses these granted powers:
Minimum Ability Scores: Wisdom 12,
Receives a +2 bonus to all saving throws Charisma 12.
vs. fire and electrical attacks (due to this
branch's need to fight such natural dangers as Races Allowed: Human. Optional-saurial
prairie fires, lightning strikes, etc.). (9).

Has a +4 bonus to any animal handling, Armor and Weapons Permitted: Leather
animal lore, or animal training proficiency armor, wooden shield; club, dagger, dart,
checks concerning plains-dwelling herd khopesh, scimitar, scythe, sickle, sling, spear,
beasts or riding animals. staff.

Learns the languages of plains-dwelling Weapon Proficiencies:Recommended-any
sentient creatures (such as centaurs), gaining two of the above.
an extra proficiency slot for this purpose
every three levels (at 3rd, 6th, etc.).

Identifiesplants, animals, and pure water
with perfect accuracy at 3rd level.

18 Chapter One

Nonweapon Proficiencies: Required- Learns the languages of intelligent
(general) swimming; (priest) herbalism; (war- humanoids and monsters that inhabit the
rior) sqrvival (swamp). RecommeHded- (gen- swamp (black dragons, bullywugs, lizard
eral) seamanship (for small boats), weather men, shambling mounds, will 0’ wisps, etc.),
sense;(priest) healing, local history; (warrior) gaining one extra proficiency slot for this pur-
animal lore. pose every three levels (at 3rd, 6th, etc.).
(Note that to ”speak” with a will 0’ wisp, a
Spheres of Influence: All, Animal, Divina- swamp druid needs a light source, such as a
tion*,Elemental (earth, water), Elementar (air/ hooded lantern, to signal with.)
fire), Healing, Plant, Weather.
Identifies plants, animals, and pure w a + ~ r
Grahted Powers: A swamp druid has the with perfect accuracy at 3rd level.
following granted powers:
Passes through overgrown areas and mud
Has an immunity to insect-transmitted at the full movement rate without leaving a
diseases common to swamps, such as malaria, trail at 3rd level. The swamp druid can use this
and a +2 bonus on saving throws vs. any power to cross quicksand without sinking.
other diseases.
Uses the animal friendship spell (which
Receives a +1reaction adjustment from usually affects only normal or giant animals)
normal animals that live in swamps (such as at 5th level to influence semi-intelligent
crocodiles) and from monsters whose habitat swamp-dwelling monsters or those of animal
is a swamp or marsh-for instance, black Intelligence. The effects on puch monsters,
dragons, bullywugs, and lizard men.
I

including catoblepas, hydra, lernaeanhydra, on, shield, and armor restrictions of their
and pyrohydra, remain those of animalfriend- branches.The PH (pgs. 22,44) mentions the
skip. The druid has to want to befriend the half-elf’s options of druid/fighter, druid/
monster, not use it as sword-fodder. ranger, druid/mage, and druid/fighter/
mage. (Some earlier printings incorrectly cite
Shapechanges into a normal reptile, bird, only the druid/fighter combination on
or mammal up to three times per day at 7th p. 44.)
level. The druid can assume only the form of
real-world creatures that live in swamps or Druid/Fighter.The core AD&D rules per-
wetlands (crocodile, frog, marsh bird, snake, mit the druid/fighter.
etc.). The druid can adopt each animal form
(reptile, bird, or mammal) once per day. Druid/Ranger.The core AD&D rules per-
mit the druid/ranger.The Complete Ranger’s
Casts an insect plague (as the spell) once Handbook, p. 79, gives guidelines for playing
per day at 7th level. This power works only such characters: A Nature deity of good
when the druid is within the boundaries of a alignment must exist whose specialty priests
swamp or marsh. are all druids. This priesthoodmust ally with
a group of rangers. Any half-elf druid/ranger
Special Limitation: Willoo’s clothes, like must obey the level limits for demihumans
those of most swamp druids, frequently look (DMG,p. 15),making it unlikely for the char-
caked with mud and often drip with swamp acter to compete for high levels of druidic
water. H e always has a faint odor of the power. The druid/ranger’s multiple interests
swamp about him. His lack of cleanliness antagonize conservative druids, and the
gives him a -1 penalty to reaction adjustment character usually suffers from divided loyal-
from most people and a -3 penalty regarding ties. (Create a similar character with fewer
upper-class individuals, such as gentry or problems by giving a druid/fighter the
nobles. Avenger or Beastfriend kit, described in the
next chapter.)
Holy Symbol and Grove: The grove usu-
ally lies deep within a marsh or swamp-a Druid/Mageand Druid/Fighter/Mage.The
stand of beautiful mangroves, weeping wil- core AD&D rules permit the druid/mage and
lows, swamp oak, or the like. Many groves druid/fighter/mage. While these combina-
are actually islands, sometimes guarded by tions exist, they remain rare and require the
natural traps such as quicksand. A swamp D M s permission.They cannot wear armor or
druid uses as a holy symbol a vial of water use shields, and must limit their weapons to
from a sacred swamp grove. those permitted to druids.

Multi- and Dud-Class Druids D~al-ClilsD~ruids
All normal rules for dual-class characters
This section elaborates on the options for
players who wish to role-play multi- or dual- apply to druids. The druid’s restriction to
class druids. The choices and descriptions are neutral alignment limits the options to bard/
culled from a variety of sources, including the druid, fighter/druid, wizard/druid, and
PH and DMG. thief/druid. Some druids prefer to see the
upper ranks of the Order filled by ”pure”
Multi-Clit~sDruids druids-those who have devoted their lives
Only half-elves can be multi-class druids. solely to the Order. Dual-class characters
sometimes face prejudicefrom other druids.
Multi-class druids must abide by the weap-

20 Chapterone

Fighbleddruids. Often acting as wandering love Nature, and decide to adopt a ne
guardidns of Nature and country folk (much 1-
like neqtral rangers), fighter/druids also can Iof life.
become hermit-knighis,living away from High-level Dual-Class D uids. A dual-
class character who achieved high level as a
society and defending a particular grove with fighter or wizard before
has an edge in the
their lives. Fighters who become druids often advance beyond
do so because they seek spiritual growth, Order generally bans such plkyer characters
because they have grown disgusted with the from initiating challenges;
world of man, or occasionally as penance for experience levels above
a particular misdeed. vacancy.
iDMs with a taste for politiqal intrigue may
Druids who become fighters, on the other
hand, want to take a more direct approach to permit an exception if the ch racter receives
defending the wilderness; others seek to special dispensation from th druidic order.
attune themselves to Nature by mastering This means a dual-class drupd must have a
their own bodies using eastern-style fighting sponsor: in theor
arts, often becoming rather enigmatic Zenlike attests to the char
warrioi-mystics. ment to the Order. In prac
often a druid who wants
Wizardldruids. Looked upon with deep removed and bel
suspicion by most other druids, wizard/ ter has a good chance o
druids generally find themselves stereotyped of wizard/druids, ho
as untmstworthy or scheming. Conservative (butnot always) forbi
elements within the druidic order often at- the challenge.
tempt to block wizard/druids from reaching A peculiar situation can
12th level. If they fail, they deliberately en-
courage rising druids to challenge the dual- has achieved 12th to
class character to a duel in preference to other then adopts another
targets. acters have

Wizards usually become druids for philo- than their druid level), theylmust challenge
sophical reasons: either a fear that unre- an incumbent for the high-leiel druidic posi-
strained use of magical or divine forces threat- tion they once held.
ens the cosmic balance, or a desire to learn the may face another
druidic arts to better understand the work-
ings of Nature. Druids who study wizardry
most often see this magic as another part of
Nature to study and master.

ThieUdruids. Such combinations appear
rarely, since the city serves as the optimum
home base for the thief. As with wizard/
druids, people tend to distrust thief/druids.
A druid who becomes a thief usually does so
after becoming disillusioned with the druidic

order.lAthief becomes a druid usually as the
resultI of highly unusual circumstances-an
outlax# flees to the wilderness to escape pur-
suit ohly to befriend a local druid, come to

each, and those 12 and older each count as
another full worker.

How Did the Farm Perform? ,

To quickly determine the success of a farm
(or garden or village) for the year, the DM
looks at the number of people it can support.
For instance, a family farm might produce
enough to support six people. If the family
has five members, the farm shows a profit.
With six, the farm merely scrapes by. A family
of seven is starting to get hungry.

Figuring Farm Profitability

DMs wanting more precise details about a
farm's performance can follow these steps:

1. Determine Proficiency Base. Every year
the DM rolls 1d6 and adds the result to the
farmer's Intelligence score. Then, the DM
locates the farmer's adjusted agriculture pro-
ficiencyrating (base score) on Table 1.

Agriculture: Expanded Rules TABL1E:Farm Rating

The DM may use this expansion of the agri- Base Score Farm Profitability
culture proficiency when druid characters 1-5 Disastrous year
assist a small village facing tough times or if a 6-10 Poor yield
PC takes up farming. These rules can figure 11-16 Average harvest
the prosperity of an entire village if the DM 17and up Bumper crop
groups area farms together and uses the pro-
ficiency rating of the village leader or druid 2. Apply the Worker Modifier. The num-
with Tables 1 and 2. Before applying the fol-
lowing rules, the DM must decide how many ber of farm workers modifies the base profi-
people the farm in question is designed to ciency score. For each 10%by which the farm
support.
crew falls below its optimum number of
A medieval farm needs a manager with the workers, the DM applies a -1 penalty to the
agriculture proficiency. At optimum level, a base score in Table 1. If the farm has 20%
farm has one worker per every two people it
supports. A farm with more workers may more workers than optimum, the DM adds a
produce a slight surplus; if it has fewer work- +1 bonus to the base score in Table 1.(Having
ers, it will yield less, since the crew would
have more chores than hands. Children be- more workers gives no extra bonus.)
tween ages 7 and 11 count as half a worker 3. Figure the Random Events Modifier. As

any farmer would tell you, what makes the

farming life interesting is Nature's eternal

cussedness: random events. The DM should

22 Chapter One

t

I

roll on Table 2 to se what’s in store for the Pred tors, poachers, or bandits rep at-
farm, then apply the random events modifier 2dly steal foodbr animals. If PCs negotiate
to the Bdjusted base score. with, drive off, or destroy the menace(s), the
penalty does not apply.
TABL1E2: Farm Random Events
A special roll means something unusua,
d20 Event Check Modifiei x c u r s . Perhaps a wizard war or a dragon
1 Ruinous weather jevastates the farm-apply -10 to all checks
2-3 Bad weather -6 this year! If a god’s avatar stops by and
4-6 blesses the crops, apply +5 to farm rolls.
7-8 4
9 Note: A plant growth spell can add 20% tc
Animal disease -2
11-14 Building damaged -2 50% to a farm’s annual yield (PH,p. 212).
Predators -1
18-1 Poachers or bandits -1 4. Find the Farm’s Profitability. After
20 No bad news 0 applying the worker and random events
Used good seed +1 modifiers to the base proficiency score, the
~ Good weather +2 DM determines profitability using Table 1.A
Special DM disastrousyear means the farm produces 50%
less than it should. A poor harvest yields 20Y
eck by the farmer halves the less than normal. An average year means the
armer had advance warning farm produces at capacity. Finally, a bumper
or the weather.) If the farmer crop comes to 20% above normal yield. (Nor-
to use the control weather spell, mal yield is the amount required to feed those
r might mean an early frost, a the farm supports.)
ght, or excessive rain. The weather
The Harvest’sCash Value
and control weather work as
DMs also can measure farm productivity ii.
thin&, and continues to apply every year :ash terms. The value of the harvest equals
until lrepairs are made. Paying 10gp for every the number of people the farm can support
times 36 gp (the minimum annual cost of liv
n the farm supports “repairs” each ing for a person in squalid conditions-DMG,
p. 34). The DM subtractsthe yearly cost of liv-
ing of the farmer and workers from the har
vest value, leaving the farm’s profit. With this
information, the DM can see if any families
are starving and how much aid would ge‘
them back on their feet.

Determining a farm’s profitability can pro
vide role-playing opportunities for druids in
a party. The guidelines of many branches and
kits require druids to offer aid to farms and
villages in need. In the course of helping, the
druid can stumble on a number of adventure
hooks. DMs can even design whole cam
paigns around a party’s effort to get a farm
ing village back on its feet.

uild Characters 23

Druid Kits -7

.action Bonuses and Penatties

Using p. 18) is expressed as a bonus (+l, +2, etc.) or
a penalty (-1, -2, etc.).
A druid kit works with the basic PH druid
or with #ny of the branches described in the When rolling 2d10 for encounter reactions
previou$chapter. Thus, a desert druid could (Table 59, DMG, p. 103), the DM must subtract
be a Savbge (coming from a primitive desert the bonus or add the penalty-not the other
way around. For instance, the druid Snap-
tribe), 4 Wanderer (traveling the desert dragon has a combined +7 reaction adjust-
ment bonus for her high Charisma and her
wastes)] a Guardian (protecting a certain druid kit. The DM then subtracts 7 from the
oasis), 04 some other kit. 2d10 encounter reaction roll to reflect the
bonus, due to the way Table 59 in the DMG is
Branch and Kit designed.

When building your druid character, Kib and the CharacterRecord Sheet
:hoose the branch first, as it has specific abil- To record a druid kit on your character
ity score requirements. After that, pick from
m y of the applicable kits. However, make record sheet (pgs. 125-127), take the follow-
sure YOU have enough proficiency slots to

Prior tb letting players select kits, the DM (Hivemaster).
When recording the character's proficien-
should e%amineeach kit and decide whether
it fits th$ overall campaign. The DM might cies, put an asterisk next to those the charac-
want to &strict some kits to NPCs or prohibi' ter received free through the druid kit. This
others aldogether. will help you and your DM remember haw
many proficiencies the character is due.
The D$4 also may wish to make changes or
add matqrial to some kits, to better match the Where you have space (on the back of
your character sheet or on a separate piece of
of a particular campaign. Take the paper), write down the kit's special benefits,
for instance. If the campaign hindrances, and any other features you wish
to recall quickly. You also can use the space
dready features a primitive tribe of, say, pearl provided on a copy of the druid character
divers, d e DM might adjust the Savage kit to sheets.
fit established details of that tribe's cultural

f

A Look at Druid Kits I

This section provides a short explanation of
the structure of kit entries. The entries them-
selves fpllow in alphabetical order.

Kit Structure .’, .a

Each kit entry begms with a uescriptiun and amount of equipment the character can
discussing the nature of the kit and listing start with, acquire, or use.
any special requirements a character needs to
take it. (For instance, to live as a Savage Special Benefits. This panagraph details
druid, the character must have been born additional abilities of druids vith this kit.
into-or adopted by-a primitive tribe.) This
description introduces an archetype character Special Hindrances. This sqction discusses
designed to demonstrate general attributes of any kit’s restrictions, limitatioos, or disadvan-

the kit, not to serve as a character you, the Wealth Options. Usually the character
player, have to role-play in a campaign. A rts with the priest’s standaltd 3d6x10 gp.

character of either gender can take any kit. &-.I:).1
The kit entries also include the following
se
sectims: As a druid, your character can act as (or
Role. Role-playing suggestions are offered, ork to become) counselor tb a ruler- per-
ps a local knight or a high king. Think of
as druids of varying kits can play widely dif- rlin, whom older tales cast1as a druid.
An Adviser like the druid Elam (pictured
ferent roles in a campaign.
Branch Restrictions. If a member of a s p - ve) tries to make himself indispensable to
lord. The class’s well-kqown neutrality
cific druidic branch cannot take this kit, that
restriction is noted. c“makes a ruler perceive his ad ice as nonparti-
while the druid’s high harisma almost
Weapon Proficiencies. A druid with the kit

in question should take recommended profi-
ciencies but must take required ones.

Secondary Skills. If your DM uses the
rules for secondary skills, you may choose

from Table 36 (PH,p. 53) or select one of the
choices listed here, &I addition to those skills

appropriate to the character’s druidic branch.
Nonweapon Proficiencies. A given druid

kit usuallfrequires the charact& to choose
certain nonweapon proficiencies. Sometimes
a proficiency merely is recommended-the
Character doesn’t have to take it. Often kits
offer a bonus proficiency, which does not use
up a proficiency slot. Druids can take both
priest and warrior proficiencies at normal

cost (PH,pgs. 54-55).

Equipment. A few druid kits limit the type

I e--‘\,

L\

guarantees that the lord listens to his counsel. before taking action.
Elam can use his ”eyes in the wilderness” Branch Restrictions:None.
(described in Chapter 4: Role-playing Druids) Weapon Proficiencies: Recommended-
to provide his master with timely and vital
information. staff.
Secondary Skills: Scribe.
At the same time, the druid subtly manipu- Nonweapon Proficiencies: Bonus- eti-
lates his master to serve his own ends. For
example, Elam might encourage his lord to quette. Recommended-(general) heraldry,
hunt in a beautiful forest the druid wishes to weather sense; (priest) healing, local history,
protect. Why? Because Elam knows the lord spellcraft; (rogue, double slot) reading lips;
is a jealous man. Once he sees the beautiful (rogue, one slot, per ”Special Benefits”) dis-
forest and its fine animals, the lord will pass a guise.
law making the forest a royal game preserve.
As a result, the lord’s foresters will keep Equipment: The Adviser need not spend
poachers away and prevent peasants from all starting money on equipment, but can
cutting the trees down. The ruler and his retain any leftover coinage.
courtiers will hunt there only once or twice a
year-not enough to threaten the animals Special Benefits: As an Adviser, Elam can
seriously. purchase the rogue’s disguise proficiency at
normal rather than double cost. He stays free
For similar reasons, a druidic Adviser like at the ruler’s stronghold (no cost of living),
Elam might take over part of the education of and has the ear of the ruler.
the lord’s children, ostensibly to teach them
herb lore, history, survival, and similar skills. The DM should establish an NPC ruler for
Actually, he uses the opportunity to instill in
them a respect for Nature and the neutral the druid to advise. Help the DM develop a
world view-and perhaps encourage them to
become druids when they grow up. reason why the ruler trusts the PC, beyond
his druidic background. Perhaps Elam is a
Role: As an Adviser, Elam is a man o f sub- relative (a cousin and younger son who failed
tlety and mystery. He rarely speaks unless he to inherit and so joined the druidic order), or
has something important to say, and he al- the apprentice of a (recently deceased) older
ways thinks carefully before he says it. While druid who used to tutor the lord. For play
not a fixture at his lord’s court, he keeps an balance, the DM should place a 1st-level
eye on things from a distance, often using ani- player character as only one of several coun-
mals to observe the ruler. He tends to pop up selors to a lord of a small domain-perhaps a
when most needed or least expected, stay a knightly manor or a barony. (If you, the
day or a month, then vanish into the wilds. player, really want to role-play an Adviser to
a king, make it an exiled king trying to regain
Always hungry for information, Elam often his crown.) It’s up to the PC to increase the
roams the land disguised as a common trav- lord’s influence.
eler (or, at high level, in animal form), listen-
ing to the gossip of peasants, traders, and Special Hindrances: People of the lord’s
innkeepers to better serve his own interests domain (and immediate neighbors) easily
and those of his lord. As a PC, he carefully recognize Elam as the court druid. If the lord
considers the purpose and long-term ramifi- favors him or if the populace knows him to
cations of each adventure and insists on care- give good advice, many will ask him to inter-
ful preparation and information gathering cede for them with the lord. In addition, he
may become a target for his lord’s enemies or
jealous rival courtiers.

On the other hand, if Elam fails to please
his master, he will find himself in disfavor at

26 Chapter Two















ity, languages (modern), weather sense;
(priest) herbalism, languages (ancient), read-
ing/writing; (warrior) animal lore.

Equipment: The druid should spend her
initial allotment of gold pieces entirely on
equipment, as she loses any unspent starting
money in excessof 1gp.

Special Benefits: The Natural Philosopher
may use weapon proficiency slots for non-
weapon proficiencies. This allows Xenia to
devote multiple slots to a single proficiency
(such as animal lore, herbalism, or weather
sense), making her an expert in zoology,
botany, or meteorology.

Special Hindrances: Remember to reflect
in your role-playing the Natural l’hiloso-
pher’s insatiablecuriosity.For instance, Xenia
would rather study a new monster than kill it
or run away. She finds puzzles and riddles
irresistible and risks even her life to find the
answers.

Wealth Options: 3d6x10gp.

becomes a good role for an NFC druid Xenia outlaw
(as either a doddering old sage or a brash In a region where evil forces have tri-
young student) hires a party to accompany
her on a dangerous scientific expedition to umphed and hold a position of authority,
visit a living island spotted in a sahuagin- good people who resist have turned outlaw.
controlled ocean. A party also might accom- From their exile in the wilderness, these folk
pany her to study the ecology of the salaman- conduct guerrilla warfare against the cruel
der on the ElementalPlane of Fire or to check victors in the fashion of Robin Hood and his
out a rumor that a previously extinct species Merry Men. Sincethe balance has swung so
of giant owl now lives in the woods by a far to the side of evil, the druid may freely act
lich‘s castle. as a military commander in the struggle to
overthrow the oppressors. In some situations,
Branch Restrictions: Arctic and jungle the druidic order itself may be outlawed;then
druids cannot take this kit, as their harsh the Outlaw druid faces threats like wide-
home terrain forcesthem to devote their time spread persecution of druid followers and
to mere survival, not scientificpursuits. buming of sacred groves.

Weapon Proficiencies: Recommended- Role: Because an outlaw band often fights
staff. in the wilderness (ambushing enemies along
forest roads or defendingagainst patrols), the
Secondary Skills: Hunter,navigator,scribe. druid’s powers and skills naturally come to
Nonweapon Proficiencies: Bonus- ancient the forefront. One such Outlaw druid is
history. Recommended-(general) artistic abil- Mackay. (See illustrationon this page.) Out-

~~

34 ChapterTwo

c - II

bat, he proves excellent at gathering
and using his priestly curative
on the nature and align-
group, you can role-play
party mem-
spiritual (or actual)

lleader.
Recommended-

scimita.:, sling, staff.
Seco:idary Skills: Farmer, forester,hunter,

weaponsmith.
N on weapon Proficieneies:Bonus-s et

snares. Recommended-(general) animal train-

ing, brewing, rope use, singing, weather
‘sense; (priest) healing, herbalism, local his-

tory, religion; (rogue, double slot) disguise;
(warri r) animal lore, tracking.

Equipment: The druid should spend his
initial (allotmentof gold pieces entirely on
lequipment,as he loses any unspent starting
money in excess of 1gp.

Special Benefits: None.
Special Hindrances: Local authorities are
always hunting for Outlaws like Mackay.
’ Capture means imprisonment-or worse.
Wea th Options: 3d6x10 gp.

1The acifistdruidbelievesinthe sanctity of
I all life but especially that of creatureswith
animal Intelligence or higher.
’~ Role The restrictionson the druid’s actions

(below) make this a challenging role to play,

~

and o e that works best within a party of
I good- igned adventurers. To give the player

~

of a P cifist druid a chance to shine, the DM

~
shoul design adventures in which the char-
acter c n help negotiate a diplomatic settle-
~

l ment f a crisisbetween neighboring lords or
I where1party members sometimes can win
over opponentsby negotiation or moral per-

~
1 suasion.
xample, suppose a tribe of goblins
s human lands. The DM alone knows

‘S
1 Special Benefits: The Pacifist druid can use tures are already dead but need help finding
their rest; in other words, the druid will
some or all of her weapon proficiencyslots to destroy them.
buy nonweapon proficiencies.
Like all Pacifists, Lark eats only vegetarian
Pacifists such as Lark have the ability to meals. (You, the player, decide whether y o u
Pacifist character eats fish.) She won’t prevent
~ others from eating meat, but usually
expresses disapproval.
speak soothing words to ease tempers and
calm savage beasts. This power can remove High-level Pacifists find themselvesdisad-
the effects of afear spell, calm an enragedani- vantaged when attempting to advance a
mal, or pacify a hostile crowd. Lark can use level, as winning a druidic challenge usually
this power a number of times per day equal requires violent behavior. However, if Lark
to her experiencelevel.Using soothing words wanted to even up her chances in the chal-
accomplishes one of the following: lenge, she either could get her opponent to
agree to a nonviolent contest, or she could
Negates onefear spell (or similarmonster win using harmless tricks or magic.
ability) on a single vi&;
Finally,the player cannot roll or choose the
or Halts a single creature’s berserker rage; following secondary skills: armorer, hunter,

, Temporarilycalms down a number of ani- trapper/furrier, or weaponsmith.

knals, characters, or monsters (whose com- Wealth Options: 3d6x10 gp.
bined levels or Hit Dice total no more than
Savage
Fice the druid‘s level). A calmed group usu- This druid lives in primitive Stone Age
y m a i n s calmfor ld4+1 rounds, as long as
tribe, usually in a rain forest. Haro, a typical
pthers refrain fromhostile action against them, Savage druid (picturedon the next page), dif-
fers from a savage priest, shaman, or witch
beir allies, or their proper& During this time, doctor in that he belongs to the worldwide
e druid or others can attempt to escape or to druidic order and, of course, to a druidic
negotiate a resolution to the situation. branch. Some Savage druids work and live
1 Special Hindrances: You, the player, must among primitive tribes as missionariesfrom
role-play this druid as a strictpacifist. A char- more civilized cultures.
acter like Lark does not totally oppose others
who do harm when necessary-after all, ani- Role: Rather than associate with a particu-
mals kill for food. However, she never injures lar tribe-as do most shamans or witch doc-
I person or animal herself. In addition, she tors-the Savage druid adopts a neutral posi-
mcourages her companionsto use the mini- tion, mediatingintertribal feudsand handling
mum required force duringencounters:to ask relations between human tribes and neigh-
foes to surrenderbefore attacking them, let boring humanoids, demihumans,or intelli-
retreating enemies flee if she thinks they gent monsters. Most Savages live as hermits
won’t be a menace again, and so on.
in the wild, although if Haro gains high rank,
Use of herbal brews or magic that does not
permanently harm enemies is perfectly he could control a coalition of tribespeople,
appropriate.For instance, Lark can entangle nonhumans, and animals.
foes, turn them into trees, use sleeping poi-
son, etc. However, she absolutely refuses to If Harojoins a party in more civilizedlands,
let harm come to captives or innocents under he occupies the role of outsider and observer.
her care; in fact, she uses her powers and The Savage character should act puzzled by
risks her life to protect them.

The Pacifist druids code against violence
ioes not extend to evil undead. These crea-

some aspects of more advanced civilization, Shapeshlfter
impressed, amused, or disgusted by others. Shapeshifter druids master their shape-
The Savage druid’s reaction to big cities is
pnlikely to be favorable! changing powers at a lower experiencelevel
than other druids. This ability takes a special
Branch Restrictions:None. gift (perhaps a taint of lycanthropic or silver
dragon blood in the druid’s family tree) and
~ intense training. But, those who persevere,
such as Rimi (pictured on the next page) gain
Weapon Proficiencies: Savage druids are unusual metamorphic powers.

trestrict d to a choice of blowgun, club, dag- Role: Shapeshifters have mercurial person-
alities. Although by no means chaotic, they
ger, halpoon, knife, spear, or staff. After are quick to anger, and easily moved to joy or
advenqring in civilized lands (advancing at tears. Rimi, like many Shapeshifter druids,
least ode level doing so). they can learn other makes an excellent spy or messenger and
weapod proficiencies. stands a good chance of being picked as a ser-
vant to a high-level druid, an archdruid, or a
Secoqdary Skills: Hunter. great druid.
Non*eapon Proficiencies: Bonus-fire-
buildidg, survival. Recommended-(general) Branch Restrictions: Only forest, plains,
directiqn sense, fishing, swimming, weather and mountain druids can take this kit, as
sense; (priest) healing, herbalism, local his-
tory, musical instrument; (warrior) animal
lore, endurance, mountaineering, running,set
snares, tracking.
Equipment: The Savage druid can buy no
armor l(though he may acquire a wooden
shield) and can buy only those weapons
listed above under ”Weapon Proficiencies.”
He should spend his entire initial allotment of
gold pieces on equipment, as he loses any
unspenit starting money in excess of 1gp.
Special Benefits: The Savage druid’s body
is covered with ceremonialscars and tattoos.
These eliminatethe need to use the holy sym-
bol of Haro’s branch when casting spells-his
tattoos and other markings are as effective as
holy syknbolsother druidsuse.
Special Hindrances: Haro, like most Sav-
age druids, has an unusual and imposing
appearance. While he could alter his primi-
tive driess easily, his strange accent, weath-

ered appearance, tattoos, and scars mark him

as a foreigner when he travels in civilized
lands. These alien features give him a -2 reac-
tion penalty among civilized NPCs; players
can deqide how their PCs react.

Wealth Options: 3d6x5 gp. Savage druids

begin ddventuring unfamiliar with money; all
their sdarting wealth is actually an equivalent
value it.l goods.

Druid Kits 37

-

lruids in other branches have limits on their change twice as often as her branch normallj
shapechanging powers.
allows, which doubles the number of changef
Weapon Proficiencies: Recommended- she can make daily. (Forest Shaphifters,then,
Secondary Skills:Hunter, groom.
Nonweapon Proficiencies: Bonus- animal can change to animal, reptile, and bird form,

Recommended-(priest) spellcraft; (war- each twice per day.) However, using this
endurance, survival, tracking. power more than the normal three times per
uipment: The druid should spend her day may have dangerousconsequences.(See
1allotment of gold pieces entirely on ”Special Hindrances.”)
equipment, as she loses any unspent starting
At 7th level, Rimi the Shapeshifter can
money in excess of 1gp. transform a portion of her body. Instead of
Special Benefits: As a Shapeshifter,Rimi turning into a reptile, she can give herself a
snake’s fangs, which she can use in an attack
gainsher branch’s shapechangingpower at 1st
level rather thanat 7th level. However, until to cause ld2 bite damage plus poison. Rather

she reaches 7th level, the druid can assume than turning into a bird, she can transform
only the form of natural creatureswhose Hit her arms into a bird’s wings and fly at a
movement rate of 21. Short of transforming
Dice total no greater thanhalfher level.(A lst- intoa bear (or other mammal),she can sprout
level Shapeshifter only assumes the form of a
a bear’s claws from her fingersand make two
creature with ?4HD or less.) Rimi can shape-
attacks causing ld3 points of dama

plus Strength bonus. Each of these ac
counts as one change for the day.

SpecialHindrances:A Shapeshifter
hit points only when resuming her
form, and then recovers only ld4
druid has 0 hp or fewer, she regains non

with her human shape.
If Rimi uses her Shapeshifterpower mor

than three times per day, she must make
saving throw vs. spell after each extra use. A
failure locks her into her current form unti:
the next day, when she can attempt a neu
saving throw. However, for each failed save

the druid’s next one bears a -1, penalty. Ii

Rimi fails three saving throws in succession,
she keeps her current animal form perma.
nently, as if she had been reincarnated as thal
creature. Only a polymorph any object, Zimitefi
wish, or wish can turn her back to human 01
another form.

Wealth Options: 3d6x5 gp. Shapeshifterr

spend too much time in animal form to con-

38 *terTwo

Totemic Druid equipment, as he loses any unspent starting
money in excess of 1gp.
The Totemic Druid closely identifies with a
particular species of mammal, reptile, or bird. Special Benefits: A Totemic Druid like
While Vanier, a typical Totemic Druid, stops Vanier can shapechange into the form of his
short of worshiping his totem animal, he totem animal a number of times per day
believes that particular animal representshis equal to his experiencelevel divided by three
spirit. The Totemic Druid picks a normal (rounded down), plus one. So, a 3rd- to 5th-
(real-world) wild mammal, reptile, or bird as level Totemic Druid can change twice per day,
his totem. This creature cannot be larger than a 6th- to 8th-level druid can change three
a bear or smaller than a mouse. Some com- times per day, and so on. This ability func-
mon choices include the black bear, bobcat, tions as normal druidic shapechanging,
eagle, owl, wolf, rattlesnake, and beaver. In except that the druid does not regain hit
addition, Vanier’s totem animal must corre- pointswhen shapechanging into or out of the
spond to his branch; if Vanier belongs to the totem form; the druid’s spirit remains so
desert druidbranch, he can selectas his totem closely bound with the totem that he fully
only an animal that normally lives in the experiences any damage the animal form
desert. took. The Totemic Druid can use this shape-

Role: Totemic Druids tend to adopt charac- changing ability in addition to his shapechang-
teristics associated with their totem animal.
They feel especially protective of their totem ing granted powers.
animal in the wild and want to befriend the A Totemic Druid can communicate freely
creatures. As a Totemic Druid, Vanier acts to
promate the interests of the totem species and with normal or giant examples of the totem
its individualmembers.
animal species (as with the speak with aninrals
Even if his totem is traditionalprey (a deer, spell). He receives a +4 bonus to any healing,
for example), Vanier never hunts the animal
himself, nor does he eat its meat. While he animal training, animal lore, or animal
usually does not try to ban hunting of his handling proficiency checks related to the
totem (except in the case of endangered totem. A druid who doesn’t have one of these
species), he opposes cruel or wasteful hunt- proficiencies may behave as though he did
ing practices. when dealing with his totem animal, but does
not apply the +4 bonus.
Branch Restrictions:None.
Special Hindrances: A Totemic Druid has
Weapon Proficiencies: Recommended- one fewer nonweapon proficiency slot than
normal, as a result of spending so much time
Staff. in animal form. So, Vanier would start with
three slots rather than four.
Secondary Skills: Groom, hunter.
Wealth Options: 3d6x5gp. Totemic Druids,
Nonweapon Proficiencies: Bonus- track- like Shapeshifters, have a less pressing need
ing. Recommended-( general) animal for money due to the amount of time they
spend in animal form.
handling, animal training; (priest) healing,
herbabm; (warrior) animal lore, survival. Ullage Druid
Kabil the Village Druid (next page) associ-
Notie that Totemic Druids have a reduced
numbler of proficiency slots. (See ”Special ates himself closely with a single rustic vil-
lage or hamlet. As he gains experience, his
Hindrbces.”) influencecan extend to cover a shire, barony,

Eqdipment: The druid should spend his
initial allotment of gold pieces entirely on

I

Druid Kits 39

\

P) 1i/'/

3D-
animals), deaths, marriages, harvests, the
or entireregion. However, his focus remains changing of the seasons, and so on. (See
rural. A Village Druid always hopes to see Chapter 4 RoleplayingDruidsfor details.)

ordinary folk live in harmony with Nature. Thiskit suits K s when the DM decides to
As a Village Druid, Kabil's aim is twofold set the campaignin a rural area under a threat
or perhaps near unexploredruins.
to keep people from exploiting Nature (by
short-sightedagricultural practices, etc.) and Branch Restrictions: None.
to defend and protect villagers who follow
the proper druidic path. Thus, although he Weapon Proficiencies:Required--sickle or
will not stand idly by to see the wilderness scythe. Recommenkd-staff.

threatened, his more vital interest lies with Secondary Skills: Farmer,forester, groom.

the local crops, domestic animals, and his Nonweapon Proficiencies: Bonus- agri-
culture. Recommended-(general) animal
own followers.Kabiluseshis skillsand magic training, brewing, rope use, weather sense;
to protect all living things within his village (priest) healing, herbalism, local history, reli-
from foes, disease, drought, forest fires, or gion.

natural disasters. Equipment: The druid should spend his
Role: A Village Druid normally replaces a initial allotment of gold pieces entirely upon
equipment, as he loses all unspent starting
conventionalpriest or cleric in villageswhere
most inhabitants subscribe to the druidic money in excess of 1gp.
ethos. As well as offering protection and
guidance, the druid leads the atizmry in cer- Special Benefits: With the DM, decide
emonies to observe births (of humans and which village a druid like Kabil protects; the

druid lives in or near thisvillage.

Locals respect Kabil highly and provide

him with informationabout happenings in

the area. He receivesa +2 reactionbonus from
people and domestic animalsin the villag-
as long as he remains diligent about his
duties. In addition, the villagers support
Kabil at a middle-class lifestyle (DMG, p. 34).
This hospitaIity, rather than tithes, represents
the generosity of a grateful people willing to
provide their Village Druid with the best of
everythinghe needs to live in their midst.

Special Hindrances: As a Village Druid,
Kabil doesn't have a lot of free time. Locals
ask him for help with all their problems,
ran&g frombanditraidsto a M d lost in the
woods. In addition, the druid must spend at
least one day each week attendingto village
matters: listening to grievances, mediating
disputes, finding lost livestock, tending ani-
mals, offering advice on crops, curing dis-
eases, delivering babies, etc. If he misses a
week, his reaction bonus drops by 1point
(minimum 0) and his income declines a step

~

40 ChapterTwo

m middle class to poor to squalid) as Equipment: The druid should spend her
become less hospitable.The druid can initial allotment of gold pieces entirely on
these penalties if he arranges with equipment, as she loses all unspent starting

eone else (another druid or a ranger) to money in excess of 1gp.

after the village in his absence. Special Benefits: A Wanderer like Fire
receives a +1reaction adjustmentbonus from
I Kabil's villagers also expect him to protect bards, rangers and trav
hem from serious harm. If he fails-or if no kers and Gypsies.
h e sees him at least making an honest effort When traveling ove
covers ground at a one-third faster rate than a
-the DM may reduce or eliminate his re- normal traveler would-that is, if a normal
person can walk 24 miles in a day without
Iaction bonus and benefits for as long as the force-marching, the druid can walk 32 miles
illagers likely would feel resentful. Role- with the same exertion. Fife, like all Wander-
playing can win back a Village Druid's lost ers, simply feels more accustomed to walking
lrespeci; Kabil can regain his lost reaction long distances than most-plus, she knows
bonus and benefits quickly by doing a great short cuts and secret trails. (This heightened
deed to benefit the village, or slowly by sim- speed is cumulativewith the ability of many
druids 3rd level and higher to travel through
ply completing his duties diligently for sev- overgrowth or other difficult terrain without

leral months. penalty.) I

Wealth Options: 3d6x10 gp. I

'Wanderer
While most druids eventually settle in a

specific locale, Wanderers travel widely,
delighting in Nature's infinite variety of life.
They typically have a better idea of the "big
picture" in the world than other druids and
usually remain on good terms with local
bards and rangers. Druidic leaders often use

Wanderers as messengers or missionaries.
Role: Wanderers like Fife (right), more gre-

~

garious than most druids, enjoy meeting and
talking with people-especially rural folk.
Although Fife acts carefree, this genial nature
masks a keen mind and a strong interest in
everyt;t;ung going on around her. Many Wan-
derers have animal companions.

Branch Restrictions: None.
Weapon Proficiencies: Recommended-
staff, one other weapon.
SecondarySkills: Hunter, navigator.
Nonweapon Proficiencies:Bonus- direc-
tion sense. Recommended-(general) animal

training, singing, weather sense; (priest) heal-

ing, herbalism, religion; (warrior) moun-
taineering, running, survival, tracking.

1I
I

Druid Kits 41

I1-

3

travelWith aWanderer guide,aparty can increase The DM sets up an adventure in
the Avenger chances upon a village
~ ened by marauding monsters. After saving
the villagers, he decides to devote his time to
time by onesixth; thus, an unencum- continuing to protect them, rather thanhunt-
bered party led by a Wanderer would travel ing down his onetime foes.
28 miles in a day, not 24.
1 Special Hindrances: Constantly on the The DM designs a story in which the
move, a Wanderer never allowsherself to be
burdened. Fife cannot have retainers, hire- Avenger, in his obsessivethirst for vengeance,
lhgs, mercenaries, or even servants una she
Ireaches 12th level (but animal companions comes close to harming innocent people
pan travel with her). The druid cannot pos- wildlife. As a result, the Avenger decides
lsess more treasure than she can carry; she alter his approachto life.
lpither convertsthe excessinto a portableform
The player whose druid character aban-
k(gems,etc.) or donates it to a worthy cause, dons a kit must role-play the decision and
any consequences that arise from it. The
uch as thedruidic order. druid gives up all the kit’s benefits and hin-
Wealth Options: 3d6x10 gp.
drances. The I T does not lose anybonus pro-
Rbandoning Klb
ficiencies (marked with asterisks),but they
A character who started with a druid kit are no longerbonuses. The formerAvenger.
.ate1 may desire to abandonit. There should the above examplemust pay for them as s
be a good campaign reason for this decision. as possible by spending the ney+--&-ion
For example,an Adviser whose lord has died slotshe gains on them.
Or whose SChelneShavebeen thwarted repeat-
edly might decide to give up politics in favor Modifyingand creatingits
of more personal involvement with Nature.
Or, an Outlaw who has won a pardon has no You and your DM may change the kits
reason to remain an Outlaw. customize them for your own campai
world, or even restrict the availabilityof some
Discuss the question of abandoning the kits to NPCs. Similarly, feel free to create
:urrent kit with your DM. If this decision totally new kits. For guidelines on doing so,
hinges on a specific event that happened to refer to the kit creation rules in The Complete
the chmcter, changethe druid’s kit as soon as Fighter’sHandbook (PH, pgs. 37-38). However,
it’s convenient. If, on the other hand, you make sure that no kit is more powerful than
have simply grown tired of playing a certain any in this book.
kit, the DM should come up with a scenario
whose story line presents the character with a
good reason for abandoningthe kit.

Suppose, for instance, that you have been
role-playing an Avenger-a druid who be-
came an Avenger because orcs destroyed his
forest. It can become boring to play a charac-
ter whose sole goal is vengeance. Here are
some possibilities for retiringthe kik

The DM arranges a scenarioin which the
Avenger destroys the orc leader, then realizes
he has sated his thirst for wenge.

42 CkipterTwo














Click to View FlipBook Version