Noble Druid

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Druid Concept Art by telthona on DeviantArt

The Quintessential Druid
Author Robin O. Duke
Series The Quintessential Series
Publisher Mongoose Publishing
Publish date 2002
Pages 128
ISBN 1-903985-46-6
OGL Section 15 qdru
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druid are often simply uninterested in civilisation, being more interested in solitary meditation in the wild. Yet, from time to time, druid do become involved in the affairs of normal civilisation and, sometimes, their ideas begin to filter into the general attitude of the public. Rarely, in the past, druid have risen in importance to become not only the spiritual leaders of a community but its aristocracy as well. These are the noble druid. The noble druid can be born to the position in a form of a royalty or elected from the local priesthood but, in all cases, the noble druid has cultivated his skills as a leader and diplomat. Noble druid often find themselves inundated with obligations. Though they remain a part of the druid order, they are also the leaders of people. The druidic order often presents itself as advisor to the noble druid but, in truth, its members are his peers and superiors.

Hit Dice: d8.

Requirements

To become a noble druid, a character must fulfil the following criteria:
Diplomacy: 13 ranks
Knowledge (nature): 10 ranks
Feats: Leadership
Spells: The character must be able to cast 5th level spells as a druid.
Special: The character must have recognised authority within a city, state or nation. A character with levels in the aristocrat or noble class does not have to fulfil this requirement.

Class Skills

The noble druid class skills (and the key ability for each skill) are Bluff (Charisma), Concentration (Constitution), Craft (Intelligence), Diplomacy (Charisma), Gather Information (Charisma), Handle Animal (Charisma), Knowledge (nature) (Intelligence), Knowledge (nobility and royalty) (Intelligence), Knowledge (religion) (Intelligence), Profession (Wisdom), Read Lips (Intelligence, exclusive skill), Ride (Dexterity), Scry (Intelligence, exclusive skill), Sense Motive (Wisdom), Speak Language, Spellcraft (Intelligence) and Wilderness Lore (Wisdom).

Skill Points at Each Level: 4 + Intelligence modifier.

Noble Druid
Class Level Base Attack Fort Save Ref Save Will Save Special Spells Per Day
1 +0 +2 +0 +2 Dual Life +1 druid level
2 +1 +3 +0 +3 Land Bond +1 druid level
3 +1 +3 +1 +3 Foundations of Spirit +1 druid level
4 +2 +4 +1 +4 Invoke the Spirit +1 druid level
5 +2 +4 +1 +4 Speaker for the Land +1 druid level

Class Features

The following are all the class features of the noble druid prestige class:

Weapon and Armour Proficiency: The noble druid receives no additional proficiency with any armour, weapon or shield. The character must abide by the normal druid restrictions with regard to what types of weapon and armour he can use.

Spells Per Day: The noble druid continues his study of druidic magic. When a new noble druid level is gained, the character gains new spells per day as though he had also gained a level in his druid class. He does not, however, gain any other benefits a character of the druid class would have gained. This essentially means the character adds his noble druid levels and druid levels before calculating spells per day and caster level.

Dual Life: A noble druid leads a double existence; one in his court and one out in the wild. From the moment the character attains entrance into this class, he has two Leadership ratings. One Leadership rating is used to acquire cohorts and followers in his court and in the cities and the other is used for animal cohorts and special allies in the wilderness. Possessing an animal companion does not affect the noble druid’s Leadership score in the cities but it does in the wild.

Land Bond: The noble druid can establish a powerful mystical bond with any land in which he has recognised authority. This bond allows the druid to sense the feel and flow of the kingdom. The noble druid may use his Wisdom modifier in place of the normal ability modifier for the following skills while within the borders of his own nation: Appraise , Bluff, Diplomacy, Disguise, Gather Information, Intimidate and Scry (target area or person must be within the borders of the druid’s Domain).

Foundations of Spirit: All construction endorsed by the noble druid prior to the work beginning can benefit from his spiritual connection to the land. This ability only operates in a nation or state where the noble druid has recognised authority. These constructions, once completed, have double the hit points and hardness normal for their design. This ability only works with large, non-magical, foundations and building. A bridge or tower could benefit but a sword or magical statue would not.

Invoke the Power: Once each day, a noble druid may invoke the power of his land. He may only use this ability to protect his own life or to defend his land. The druid may only use this power while within an area where his authority is recognised. For one round per druid caster level, the noble druid receives a +2 bonus to his Strength and Constitution and a +1 competence bonus to his base attack bonus per 4 caster levels. This may increase the number of attacks the noble druid can make using a full attack action.

Speaker for the Land: Once each year, the noble druid may invoke the spirit of the land to back his proclamation. The druid’s declaration must be a prohibition against a certain action or group of related actions. It cannot be dangerous to the land itself and it cannot be intended to harm the people or the sovereignty of the nation. For example, the druid could declare that one should not steal or that one should not be in the city streets after dark. He could not declare that a group of people must come to his court. He could not declare that people should not breathe or that people allow a rival army to occupy the nation without resistance.

This ability can only be used within a realm, city or state in which the druid is a recognised figure of authority. The area of effect for this spell-like ability is centred on the druid at the time he makes his declaration. There must be at least 50 people to hear his declaration and carry news of it to the rest of the druid’s land. The power of the declaration travels outward from this point in all direction at a rate of one mile each day until it reaches its maximum range of one mile per druid caster level of the noble druid or until it reaches the borders of the area where the druid’s authority is recognised. The power of the declaration is a mind-affecting influence. Spells that block or offer resistance against mind-affecting influences protect against this power.

Anyone within the area of the effect must make a Will saving throw (DC 10 + ½ the noble druid’s class level + his Charisma modifier) to resist the prohibition. He may attempt this check once each day. Should he pass the check, a character is free of the prohibition for 24 hours or until he has finished his one current act of transgression, whichever is longer. After that, the character must make a second Will saving throw. The character may only make a saving throw once each day. The effects of Speaker of the Land last for one year and one day.

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