DRUIDS
Prime Requisite: Wisdom
Experience Bonus: 5% if Wisdom 13+, 10% if Wisdom 16+.
Hit Dice: 1d6 per level until 9th plus any
constitution bonus. +1 hp per level
thereafter, no con. Bonus.
Maximum Level: 36
Armor: leather and shield (shield must not contain
metal elements)
Weapons: club, staff, sling, net, whip, black jack,
torch
Special Abilities: spells
Druids are
priests of neutral alignment who have devoted themselves to understanding and
protecting nature.
CLASS DETAILS
Prime Requisite:
A Druid's prime requisite is Wisdom.
If the Druid has a Wisdom of 13-15 he gains a +5% experience bonus. If the Druid has Wisdom of 16-18 he gains a
+10% experience bonus.
Hit Dice: Roll a d6 to determine a Druid's hit
points, plus Constitution bonus, if any.
He gets 1d6 extra points plus Con bonus for each experience level
thereafter until 10th level, where he gains only 1 hit point per level and each
level thereafter.
Armor: A Druid may only wear leather armor and
may use shields, but only if they are made of wood and leather and have not
metal parts.
Weapons:
A Druid may only
use weapons that have no metal parts.
These include clubs, staffs, slings, nets, whips, black jacks, and
torches.
SPECIAL ABILITIES
Druid Spells: Druids gain spells on the same schedule
as clerics, except all their spells come from the Druid Spell list from the Hackmaster Player’s Handbook.
Turn Undead: Druids
do NOT gain the ability to turn or command undead that most clerics do. This ability is replaced by a Shape Change
ability.
Shape Change: druids
have the power to transform into various animal or elemental shapes based on
their level. Each transformation lasts
up to one hour, and the number and types of transformations increases with
level. The druid keeps his own hit
points, but the attack rating and all attacks, movement, AC and special
abilities of the creature are gained by the druid while transformed. The statistics for the transformed creatures
are always derived from the D&D
Rules Cylopedia versions.
Level of the
Druid
|
Transformations
per Day
|
New Forms
|
1
|
1
|
Normal Bird,
Rodent, Fish
|
3
|
2
|
|
5
|
3
|
Wolf, Giant
Bass, Small Pterosaur
|
8
|
4
|
|
10
|
5
|
Grizzly Bear,
Giant Rock Fish, Hippogriff
|
15
|
6
|
Sabre Tooth
Tiger, Griffon, Giant Sturgeon
|
20
|
7
|
8 HD
elemental
|
25
|
8
|
12 HD
elemental
|
30
|
9
|
16 HD
elemental
|
MAXIMUM
EXPERIENCE LEVEL
Druids progress
on the same experience table as clerics.
However, to advance to 30th level, and each level thereafter,
the druid must defeat the druid of that level in single combat.
DRUID SAVING THROWS:
Druids use the
same saving throw tables as clerics.
DRUID COMBAT:
Druids use the
same attack tables as clerics, and do not
gain combat options or maneuvers except those available to all classes.
DRUID EXPERIENCE TABLE
Same as for
clerics.
DRUID RESTRICTIONS:
Druids may not
use tools or weapons made out of non-organic material. Their training and philosophy make such a
thought repugnant. Druids must be and
remain of Neutral alignment. Druids may
not live in a town or city of any sort.
At ninth level they must chose a woodland or other such wild place and
swear an oath to protect that land from destruction and vandalism, placing such
protection at a higher priority than all other concerns. If any of these restrictions are broken, the
druid loses his spell casting and shape change abilities until appropriate
repentance is demonstrated.
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