Tuesday, March 8, 2016

As requested, Druids

Here's a draft of the Druid rules as requested:






 
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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