To Character Classes


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Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.

Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.

Alignment: Any neutral

Hit Die: d8

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The druid's class skills (and the key ability for each skill) are Concentration (Constitution), Craft (Intelligence), Diplomacy (Charisma), Handle Animal (Charisma), Heal (Wisdom), Knowledge (nature) (Intelligence), Listen (Wisdom), Profession (Wisdom), Ride (Dexterity), Spellcraft (Intelligence), Spot (Wisdom), Survival (Wisdom), and Swim (Strength).

Skill Points at 1st Level (4 + Intelligence modifier) x?4.

Skill Points at Each Additional Level 4 + Intelligence modifier

The Druid
  -------- Spells per Day --------
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Animal companion, nature sense, wild empathy 3 1 - - - - - - - -
2nd +1 +3 +0 +3 Woodland stride 4 2 - - - - - - - -
3rd +2 +3 +1 +3 Trackless step 4 2 1 - - - - - - -
4th +3 +4 +1 +4 Resist nature's lure 5 3 2 - - - - - - -
5th +3 +4 +1 +4 Wild shape (1/day) 5 3 2 1 - - - - - -
6th +4 +5 +2 +5 Wild shape (2/day) 5 3 3 2 - - - - - -
7th +5 +5 +2 +5 Wild shape (3/day) 6 4 3 2 1 - - - - -
8th +6/+1 +6 +2 +6 Wild shape (Large) 6 4 3 3 2 - - - - -
9th +6/+1 +6 +3 +6 Venom immunity 6 4 4 3 2 1 - - - -
10th +7/+2 +7 +3 +7 Wild shape(4/day) 6 4 4 3 3 2 - - - -
11th +8/+3 +7 +3 +7 Wild shape (Tiny) 6 5 4 4 3 2 1 - - -
12th +9/+4 +8 +4 +8 Wild shape (plant) 6 5 4 4 3 3 2 - - -
13th +9/+4 +8 +4 +8 A thousand faces 6 5 5 4 4 3 2 1 - -
14th +10/+5 +9 +4 +9 Wild shape (5/day) 6 5 5 4 4 3 3 2 - -
15th +11/+6/+1 +9 +5 +9 Timeless body, wild shape (Huge) 6 5 5 5 4 4 3 2 1 -
16th +12/+7/+2 +10 +5 +10 Wild shape (elemental 1/day) 6 5 5 5 4 4 3 3 2 -
17th +12/+7/+2 +10 +5 +10   6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild shape (6/day, elemental 2/day) 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11   6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Wild shape (elemental 3/day, Huge elemental) 6 5 5 5 5 5 4 4 4 4

Class Features

All of the following are class features of the druid.

Weapon and Armor Proficiency

Druids are proficient with the following weapons: club, Dagger, dart, quarterstaff, Scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells : A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting : A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Dante Gabriel Rossetti (1828–1882) Title : The Beloved (The Bride) Dante Gabriel Rossetti (1828–1882) Title : The Beloved (The Bride)

Bonus Languages : A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Animal Companion (Ex) : A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf.

If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid.

If the campaign takes place in the wholly or partly in an lost world environment, the following creatures are also available: Acanthostega,

This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid's companion is completely typical for its kind except as noted below. As a druid advances in level, the animal's power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's druid level and compare the result with the druid level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, she can't have that animal as a companion.)

Nature Sense (Ex) : A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex) : A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex) : Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex) : Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex) : Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su) : At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form's Hit Dice can't exceed the character's druid level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature.)

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Venom Immunity (Ex) : At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su) : At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex) : After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.

The druid spell list


A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the Atonement spell description).

druid with animal companion

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The Druid's Animal Companion

A druid's animal companion is different from a normal animal of its kind in many ways. A druid's animal companion is superior to a normal animal of its kind and has special powers, as described below.

Class Level Bonus HD Natural Armor Adj. Strength/Dexterity Adj. Bonus Tricks Special
1st-2nd +0 +0 +0 1 Link, share spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th-14th +8 +8 +4 5  
15th-17th +10 +10 +5 6 Improved evasion
18th-20th +12 +12 +6 7  

Animal Companion Basics

Use the base statistics for a creature of the companion's kind, but make the following changes.

Class Level : The character's druid level. The druid's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's abilities and the alternative lists available to the character.

Bonus HD : Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion's base attack and base save bonuses. An animal companion's base attack bonus is the same as that of a druid of a level equal to the animal's HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal's HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster's Hit Dice.

Natural Armor Adj : The number noted here is an improvement to the animal companion's existing natural armor bonus.

Strength/Dexterity Adj : Add this value to the animal companion's Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can't be changed.

Link (Ex) : A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex) : At the druid's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).

Evasion (Ex) : If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex) : An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Evasion (Ex) : When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

White Bear King Valemon by Theodor Kittelsen. Date 1901 White Bear King Valemon by Theodor Kittelsen. Date 1901


A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid's level (in parentheses) for purposes of determining the companion's characteristics and special abilities.

4th Level or Higher (Level -3)

Adar Llwch Gwin(animal)
Aepycamelus (animal) (Lost World)
Altamaha-Ha (animal)1
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)

5th Level or Higher (Level -4)

Alligator Snapping Turtle (animal)1

7th Level or Higher (Level -6)

Bear Brown (animal)
Dire wolverine
Crocodile, giant (animal)
Dire ape
Dire boar
Dire wolf
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)

10th Level or Higher (Level -9)

Bear, polar (animal)
Dire lion
Shark, Huge1 (animal)
Snake, giant constrictor (animal)
Whale, orca1 (animal)

13th Level or Higher (Level -12)

Dire bear
Elephant (animal)
Octopus, giant1 (animal)

16th Level or Higher (Level -15)

Dire shark1
Dire tiger
Squid, giant1 (animal)

1 Available only in an aquatic environment.

Character Concepts

Tricks of the Trade

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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The material below is designated as Open Game Content

This chapter presents a variety of tricks that a druid character might regularly use to forward his personal goals and those of the druid order.

Druid Lifestyles

The SRD offers a system for monitoring the lifestyles of characters, describing the various standards of living a character might choose to maintain depending on how much the character is willing to spend each month. Out in the wilderness, where druids prefer to spend their time, money has no relevance at all. A druid can instead use his own wits to feed himself when not in the city. A character with the Wilderness Lore skill should be able to survive without having to pay anything.

Any character who can spend at least one week out of every four out in the wilderness hunting, and is willing to live in a home he constructed using his own hands, can greatly reduce the cost of living. Such characters can only maintain a self-sufficient, meagre, poor or common lifestyle. The character reduces the monthly cost of these lifestyles by 1 gp for every two ranks he has in the Wilderness Lore skill. A character with four ranks in Wilderness Lore can sustain a self-sufficient living at no cost at all. This only reduces the cost of living; it takes more than this to actually make a living from the wilderness.

A character can also use the Wilderness Lore skill to make a living. Doing so requires one week of dedicated work. The character makes Wilderness Lore check and divides the result by 2 to determine how many silver pieces he makes that week. This involves hunting for game and selling it at a local market to traders. A character who reduces his living expenses based on his Wilderness Lore skill suffers a -5 penalty to any profit making checks using Wilderness Lore.

Tracking druids

Any druid who has reached 3rd level and acquired the Woodland Stride class ability is almost impossible to track in natural surroundings. Even an experienced ranger would find no visible trail to follow but other druids are far more difficult to hide from. By peering into the boundary between the real world and The Otherworld, a druid can make out the slight mystical trail even an experienced druid leaves behind him.

To use this ability, the character must partially immerse himself in The Otherworld (following all the normal rules outlined in The Otherworld). The character must also have the Track feat and must use his Wilderness Lore skill to trail the druid normally. Because the information the druid is using is of a mystical nature, experienced druids leave less of a trail than others, so a character should apply an increase to the Wilderness Lore difficulty equal to the caster level of the druid the character is trailing.

The Bounty of Nature

Most magic items require two different types of ingredients. The principal ingredients are very specific and cannot be provided by foraging. In addition to the principal ingredients, magic items and herbal recipes include secondary ingredients. Secondary ingredients must have certain base mystical qualities but they play a supporting roll in the creation. Often, they need only have properties that are neutral to, or do not directly oppose, the magical nature of the item being created. These secondary ingredients constitute (30+2d20) % of any particular magical item formula. A druid using foraging can easily provide secondary ingredients.

Before a character can begin foraging, he should calculate the creation cost for the magic item or herbal formula. For each magic item, the Games Master will roll 2d20 to calculate what percentage of this cost can be supplied by foraging. The character than calculate the cost of the foraged materials in silver pieces.

Once the character has this value in silver pieces, he can begin to forage for appropriate ingredients. The druid may make a Wilderness Lore check. Each check represents a single week of foraging and has a DC of 15. If the character fails the check, he fails to find anything of any worth that week. If the character succeeds, he multiplies the check result by 15 to determine the silver piece worth of what he found that week. The character makes these checks once a week until he has found sufficient ingredients for his creation or until he decides to buy the rest normally. Either way, ingredients found while foraging for one creation cannot be used in the creation of any other item.

Craft and Foraging

druids make extensive use of tools, clothes and equipment they manufacture themselves. Between their knowledge of the wilderness and their skills with the Crafts, many druids produce their clothes, weapons and the like at a mere fraction of the usual cost. By foraging in the forest and using only natural materials in their constructions, druids can use their Craft skills at no cost to themselves at all.

It is only possible to use these rules when the required raw materials could be found in the druid’s local environment. Wood weapons, wicker baskets, paper, bows, leather, paints (usually limited to black, dark blue, green, dark red-browns, brown, slate, tan, and yellow), simple pottery, simple mud bricks, some poisons, wool and other natural clothes can all be produced using this system.

To manufacture something at no cost, the character must use both an appropriate Craft skill and his Wilderness Lore skill. The character calculates the difficulty for the Craft check as normal. This is the difficulty for both the Craft check and the Wilderness Lore check. The character makes one Craft check and one Wilderness Lore check each week. If both these checks are successful, multiply the lowest roll by the base Difficulty Class and divide the result by 2 to determine the artisan’s progress.

If the result of the above check equals or exceeds the price of the item in silver pieces, the character has completed the item. There is no reduction in time for a very good roll when using this system. If the result does not exceed the price of the item, then it represents progress to date. The character should record the result and make two more checks for the following week. The character keeps adding the results of each week’s checks until the total exceeds the cost of the item in silver pieces. If either the checks fails, the character makes no progress that week.

It is impossible to produce masterwork items using this method without access to dark wood or other magical natural ingredients.

Spoils of the Hunt

With their extensive knowledge of living creatures and their intuitive feel for magic, many druids know what to take from a fallen foe and how to remove it with the magic intact so that they might incorporate the ingredient in their magical creations. Animals, beasts, giants, humanoids, oozes, plants and vermin cannot be used as the principal ingredients for magic items because they lack any strong magical components. Constructs have magical qualities but they are magically animated and that magic fails when the construct is destroyed so it is impossible to harvest a construct for magical components. Aberrations, dragons, elementals, fey, magical beasts, monstrous humanoids, outsiders, shapechangers and undead can be harvested for powerful magical components.

Creature Harvesting Guide
Type / Special Ability Feasible Magic Items
Ability Score higher than 20 Items that enhance the appropriate ability score
Any Spell-like ability
Any items that contains the equivalent spell (scrolls, staffs, wands, potions etc.
Blindsight Items that grants Blindsight
Elementals Ring of Elemental Command
Natural Armour Items that grants the wearer natural armour bonuses
Perfect Flight Items that grant flight or that provide the freedom of movement spell
Poison Items that incorporate any poison or similar spell
Regeneration Ring of Vampiric Regeneration
Shapechanger Items that allowing Shapeshifting; items that include polymorph self, polymorph other, polymorph any object, shapechange etc.
undead Items with necromancy affiliations, that contain necromancy spells or necromantic feats

Harvesting of magical components can only occur once a creature has been destroyed. Some creatures are essentially disintegrated at death or fade to nothing. These can never have components harvested from them. The process of harvesting a dead monster takes one hour and can be a little unsavoury. A druid must have a particular magic item in mind for the harvested components. Though one creature might have materials suitable for any number of magical creations, extracting the components for one item means the creature is useless for the creation of any other.

The druid must first analyse the creature to gain some feel for what magical items might be produced from its body. This requires the character cast a Detect Magic spell and make a Knowledge (nature) check (DC 20). The Games Master decides what magic items can be created though the player can obviously suggest what he feels might be possible. Once the Games Master has decided what is possible, the druid must declare one specific item for which he is hoping to acquire materials. The druid than makes a Heal check (DC 10 + the challenge rating of the creature). If the check fails, the character was unable to get material of sufficient quality from the corpse and has gained nothing. If he check succeeds, the druid multiplies his result by the DC to determine the gold piece quality of the materials he has extracted.

The materials must be extracted within five hours of the creature’s death. In addition, the Heal check suffers a -2 penalty for every full hour since the monster’s demise. A character with at least 5 ranks in Knowledge (anatomy) receives a +2 synergy bonus to the Heal check but a character with 5 ranks in Profession (herbalist) does not receives his normal +2 synergy bonus to this check.

Unless preserved, the harvested materials lose their potency in 1d6 months. If the process of magic item construction does not begin in that time, the process automatically fails. Each selection of harvested materials should be recorded separately along with the item for which it can be used to create. When the character wishes to use the harvested materials, he must use all the materials from that single harvesting. If he harvested from several creatures with the same item in mind, he may use more than one harvesting for a single item but any beyond the first have their value reduced by 75%. There is going to be a lot of overlap in the materials’ magical properties. These materials can be used in place of principal and secondary components and can reduce the total value of required materials to nothing.

A character can sell the materials for 20% of their calculated value. These materials are mixed freely by apothecaries to creature mystical ingredients any spell caster can use in the creation of magic items.

Other Spellcasters

The rules presented in this chapter are obviously available to all classes, including other spellcasters but they are intended primarily for druid characters. A wizard character with Knowledge (nature) can go about gathering the materials for his item directly but he is likely to have neither the patience nor the stomach for ripping his way into his foes to remove the heart or liver he needs. Druid characters can make money by collecting the raw materials for item creation and selling them in the cities or small towns to passing wizards and clerics and a surprising quantity of the materials wizards and sorcerers purchase for item creation were originally collected by druids as they combine the knowledge of nature and spellcasting required to identify what parts of a creature need to be taken.

Wild Clothing

To create and wear wild clothing, a druid must make everything he is wearing from the same beast. Almost every piece of clothing, and all forms of armour, require some ingredients that cannot be taken from a single animal. For an experienced druid, it is possible to include a small quantity of materials that are inoffensive to his animal of choice. To begin the process of creating wild clothing, the character must find and kill his animal of choice. This is no simple hunt, though. The character must prove himself worthy of the creature’s spirit during a ritual. The requirements of the ritual are closely related to the type of animal.

Against predators, the ritual will require a long and extended hunt, as the druid proves his physical worth against the beast’s prowess. Against cunning creatures, a challenge of wits that last days may ensue as the druid chases down his prey without aid of divinations or artificial tools, relying solely on his wits and senses just as the animal does.

With prey creatures, a hunt will do nothing to prove the druid’s worth. Instead, the druid will need to search out the prey, one ready to die, and take up the burden of its spirit. For social creatures, this will require the druid to be accepted by its family and close companions. Taking on the burden of a matron elephant near death entails far more than simply collecting her skin and moving on. In essence, the druid would take on all the responsibilities of the matron as leader of her herd.

The Games Master can design the rituals involved in whatever way he feels is appropriate for the animal. The rituals may even differ between animals of the same species, depending on their age, personality and home terrain. The only thing that is certain is that the ritual will take many days, that the druid is forbidden to use magic or artificial tools to aid him, and that the animal cannot be one befriended by the druid. To even understand the rules of the ritual requires a Knowledge (nature) check (DC 20). The druid may make this check once every day until he succeeds.

Once the ritual is completed, the druid kills and consumes whatever portions of the beast he cannot use in the construction of his clothes. This must include both the heart and brain of the animal. For some natural creatures, this may entail Fortitude checks to avoid the effects of poisons. The druid must attempt to consume the spirit of the animal into himself. This requires a Charisma check (DC 5 + the challenge rating of the beast). If the roll succeeds, the druid immediately feels the spirit of the creature enter him. Among other animals of the same type, they also feel the transfer and will know that their companion is now part of the druid.

Constructing normal clothes from the beast follows the rules outlined in Crafts and foraging above. The difficult for both the Wilderness Lore check and Craft (Leatherworking) check is 10. The normal cost for travelling garb for a druid is 10 sp, so a single week’s success will create the clothes. A failure result in no progress that week while a roll of 1 results in the destruction of the required components from the animal body. If this happens, the spirit consumed by the druid fades in 1d4 weeks. If the character wants to make armour from the animal, he is limited to leather. The druid is assumed to hunt and kill other members of the same species to provide the material for both his normal clothing and any armour. This does not require the animal’s spirit but it does mean only reasonably common animals can be used to construct wild clothing of any sort.

Once the clothing is finished and donned by the druid the spirit the druid consumed bonds with the clothes. If the druid dons any clothes made from any other type of animal or disrupts the spiritual balance he has created in any way, he loses the benefits of the clothing. While wearing the clothing, the druid receives a +4 circumstantial bonus to his Animal Empathy and Handle Animal checks made in relation to animals of the chosen type. In addition, if the druid has acquired a suitable wild shape ability, he may assume the form of the animal once each day without it counting against his normal daily allotment. No other creature can benefit from this clothing.

Ogham – the Language of the druids

Though the language of Ogham can be used to speak about or write down anything that any normal language can be used for, it does also have a magical property. The language of Ogham can be used to record spells, to scribe scrolls and to write trigger words or guidelines on magic items. For this reason, any druid who desires to do so can incorporate a restriction into any magic item he or she creates with the spell-completion or spell-trigger activation that only characters with knowledge of Ogham will be able to use the item. Though it is impossible to incorporate this restriction in a command activated item, the command word can be written on the item, allowing druids be immediately able to use it while others will need to use magic to discover the word – which itself will be Ogham.


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