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Month Index: December, 1994
From: RJPugh@???.com Date: Mon, 5 Dec 1994 16:21:33 -0500 Subject: Re: Druids
Hi gang. Below is some material put together from the Planescape listserv, describing some new druid branches and kits. While in their current form they may not be applicable to most Spelljammer campaigns, but with a little tweeking they can. Also, these kits may give rise to some uniquely "space druids," like Wildspace Druids, star druids, and so on. So, after reading through this, start tweeking. Rich The Bard of Wildspace _____________________________________ Date: Thu, 1 Dec 1994 11:53:58 -0500 (EST) From: The Druid <goehrigd@????.????????.edu> I have a couple new druid branches and a new kit does anyone want to see them they are: Branches: Outer Planar Druids (protectors of space time) City Druids (protectors of the city life) Kit: The Rat Shaman (a variant of the Totem druid kit..based on the FASA SRII archetype) There are also three new spells: Ratball (puffball variant) Magic Rat (magic stone variant) and my favorite Flaming Rat on a Stick (flame blade variant) _______________________________________________________________________ The Outer Planar Druid Branch Due to the nature of the outer planes the standard druid is out of place..Where as the standard druid is a protector of the environment the outer planes shift on a regular basis in their nature..This is because the geography of the planes is shaped on beliefs.. The outer planes are also alignment specific so the standard druid can not exist in all places..The druidic circles have solved this problem by branching off in a new way..The protect beliefs.. The outer planar druis are esoteric defenders of thought/space/time. They renounce their ties to nature and animal and embrace the nature of the planes, The Savage Garden, where time and space are controled by belief... Minimum Ability Scores: Wisdom 12 (all druids must be wise) Charisma 15 (all outer planar druids must be able to lead) Intelligence 13 (all outer planar druids must be able to grasp the esoteric concepts of Space/Time/Thought) Races: Human Half-Elf Tiefling Armor and Weapons: Leather only club, sickle, scythe, staff, dagger, knife sling, scimitar, spear (short and long) Weapon Proficiencies: Recomended: scythe (Father Time Image) dagger (concealable) Non Weapon Prof: Required: Planar Geography Recomended: Healing, Spellcraft, Read/Write Spheres of Influence: All, Astral, Divination, Healing*, Summoning Numbers, Thought, Time, Traveler Granted Powers: 1st Level- Identify any faction with perfect accuracy 3rd Level- Know Alignment 3x/day 3rd Level- Open portals with out the key at will 7th Level- Plane Shift 3x/day as spell Special Limitations: Outer Planar druids gain the enmity of all ambitious planar denizens since they attempt to stop the conversion of people to new beliefs..(Think angry Devas and Tanari...) Holy Symbol: A piece of cold iron shaped in a mobius stip configuration Grove: An extradimentinal pocket bound to a specific place in the Outlands *note TOM [ Tome of Magic ] is neede to play this class* ------------------------------ The City Druid Branch Not all druids live in the wilderness...Not all animals live in the wild.. City druids are the care takers of the animal life that lives in close proximity to man (and demi-man)...City druids tend to be totemic in nature and devote their lives to the style of a certain species... Rats, cats, dogs, sparrows, and inscets are the main totems of city druids...Other druids protect certain places such as a strech of sewers or a dark alley..City druids are the druids of the harshest jungle of them all, the city... Minimum Ability Scores: Wisdom 12 Charisma 15 Races: Human, Half-Elf, (halfling, and tiefling optional) Armor and Weapons: Leather dagger, dart, scimitar, sling, club, knife Weapon Proficiencies: Recommended: dagger, dart Non-Weapon Prof: Recommended: healing, herbalism, local history, read/write, survival (city) Spheres of Influence: All, Animal, Plant, Divination*,Healing, (planar Astral----non-planar Elemental*) Granted Powers: 1st Level Save +2 vs disease 3rd Level Learns to speak with city animals 3rd Level Identify city animals and lairs 5th Level Pass through city / crowd with out trace 7th Level Shapechange into city animals 3x/day (insect/bird/mammal) Holy Symbol: A minted coin from the druid's home city Grove: A sewer tunnel, alleyway, or an abandoned building or park Suggested Kits: Totemic Druid Hive Master Lost Druid Savage (like in neo-punk savage) City Druid Kit: Rat Shaman The rat shaman is the embodyment of the rat...He is cunning wary and resourceful...He is most of all a survivor...Feral in nature the rat shaman looks after his own interests more than a normal druid would. Also due to the rapid population growth the druid maintains the viability of the rat society by weeding out the weak and using them as spell components... Weapons: Recommended- dagger Non Weapon: none Equiptment: the rat shaman need not spend all of his money but can only carry 1 gp on him unless he plans on spending it in the very near future..Otherwise it is packed away. Special Benefits: 1st Level- The rat Shaman gains the Thieve's ability to backstab 1st Level- The rat shaman gets an additional number of shapechanges each day equal to his level/3+1..may only change into rat form..This is in addition to the normal shape change no hit points are healed upon returning to human form. 1st Level- The rat shaman gains a +4 bonus to all rat based proficiency checks.. Special Hinderances: All spells cast by the rat shaman must have a rat as a material comonent of the spell...(+1 to casting time)...Heal for example would require the druid to spill rat blood on the wound (no chance of desease) The rat Shaman has an effective charisma of (normal -10) when dealing with "civilized people"...but gains a +2 reaction to humanoids The Rat Shaman starts off with one fewer non-weapon proficiency slot due to the amount of time spent in animal form.. Holy Symbol: A rat skull on a stick.. New Rat Spells: Level 1: RatBall Sphere: Animal Range: touch Components: V,S,M Duration: 2rnds/level Casting Time: 5 Area of Effect: one rat Save: Special The caster of this spell is able to touch one rat and turn it into a weapon.. The rat may be thrown or dropped (thrown max 30yrds) rolling a Strength of Dexterity check to see if it his the target.. All within a 10' radius of the blast site are covered in rat guts and blood and must save vs. Spells or be afflicted by nausea and suffer a -4 to hit for 1d3+1 rounds... Materials: holy symbol and 1 rat and dried rat dung Magic Rat Sphere: Animal Range: 0 Components: V,S,M Duration: Special Casting Time: 5 Area of Effect: 3 blind mice Save: none The caster of this spell may enchant 3 normal rats...The caster may throw the rats for 1d4 points of damage each (2d4 against undead)..The rats function as +1 missiles for hitting magical creatures The enchantment reamins in affect until the caster throws the rats or 1/2 hour which ever comes first... Material: holy symbol and 3 rats Level 2 Flaming Rat on A Stick Sphere: Animal Range: 0 Components: V,S,M Duration: 4 rounds + 1 / 2 levels Casting Time: 5 Area of Effect: 1 magic rat Save: none With this spell the caster turns a live rat tied to a stick into a weapon of mass destruction..The rat can be swung like a scimitar doing 1d4+4 points of damage (+2 against undead and fire vulnearable/ -2 against fire resistant, none Against fire denizens) Materials: 1 rat, one stick, and 1 holy symbol In conclusion I'm working on a few more druids for the planes.. There are two more ideas that are in the works 1.) The Outer Circle -the circle for the outer planar druids 2.) Outer Planar Orchestra -a Harper like organization in the planes There are going to be a couple new druid kits like: City druid: -cat shaman -dog shaman OP Druid -Wanderer (modified version of the prime version which won't work due to certain changes in the nature of the druids) There will even be more spells (like catskin and howl) _______________________________________________________________________ | || | | --==<<The Druid>>==-- * \_||_/ | |_______________________________ * \/ \/ | ||Old Tom Bombadil was a merry | /\ * ===| |===| ||fellow, bright blue was his | /~~\ /\____//\ | ||jacket and his boots were | / ==== ======== ==== || /~~\| ||yellow.... | / ||\ || || __ || ||/ | ||_____________________________|/ ....||.\./\||..||...||...||.../.....| |_____________________________________________________________________|
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Month Index: December, 1994
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Druids | RJPugh@???.com | |||
| Re: Druids | Forest T Pavel |