Requirements: Novice, Spirit d6+, Survival d6+
In the purity and beauty of nature lingers a power beyond the marvels of civilization. These primal magics are guarded by servants of balance known as druids. Allies to beasts and manipulators of nature, these protectors shield their lands from all who threaten them.
Rewarded for their devotion with incredible powers, druids gain unparalleled shapeshifting 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 wisdom long forgotten by civilization.
Arcane Background (Druid): Druids use Faith as their arcane skill. On taking this Edge, the hero gains 3 starting powers and 10 Power Points.
Available Powers: Druids have access to powers from the list below: baleful polymorph, banish, beast friend, barrier, boost/lower Trait, burst, conjure item, contagion, create pit, darksight, dispel, divination, elemental manipulation, empathy, entangle, environmental protection, healing, light/darkness, monstrous shape change, protection, relief, resurrection, sanctuary, shape change, slumber, smite, sound/silence, summon ally, summon nature's ally, wall walker.
Armor Interference (Light): Bulky armor interferes with a druid’s ability to sense and commune with nature. They subtract 4 from their Faith rolls and cannot use other abilities granted by this Edge or any Edge that has this Edge as a Requirement when using medium or heavy armor or shields. Druids cannot use metal armor at all.
Nature Bond: A druid may attune herself to nature or a special animal companion. See Nature Bond, below.
Nature Sense: Druids commune with nature and its spirits. Survival is linked to Spirit rather than Smarts.
Secret Language: All druids know the secret language known as Druidic.
Vow (Major): Druids have a Major Vow to protect nature. Those drawing energy from divine sources must uphold the principles of the Nature Domain.
If the druid violates her deity's trust (GM's call) the druid subtracts 2 from Faith rolls for a week. Truly sacrilegious acts might rob her of her powers entirely until she atones in some way.
Wilderness Stride: Druids pass through terrain such as dense forest, rocky hills, or desert sands with ease. They ignore penalties for Difficult Ground.
The bonds druids form with nature are deep and powerful. Choose one of these abilities:
Attuned: The druid gets one free reroll anytime she fails a Faith roll to activate a spell.
Beast Master: The druid gains the Beast Master Edge, gaining an animal companion. This companion is a Wild Card.
Requirements: Seasoned, Vigor d8+, Druid
The druid no longer physically ages, though she still dies of old age when her time is up. Due to the supernatural nature of her body, she is also immune to all poisons and diseases.
Requirements: Seasoned, Druid
The druid gains the shape change spell, if she doesn’t already have it and doubles the Duration of the power when she casts it. Treat the druid as one Rank higher when changing into a creature with Type: Animal.
Requirements: Veteran, Druid
The druid has great familiarity with some of her core powers and can cast them quickly and easily. As a limited free action, she may ignore up to 2 points of any penalties (Multi-Action, Wounds, Fatigue, etc.) when casting entangle, smite, or protection.
This Edge doesn’t give her those powers— they must be taken separately.
Requirements: Heroic, Druid
Nature rewards its defenders with additional power and energy. A druid who takes this Edge gains access to all her powers’ Epic Power Modifiers.
Requirements: Wild Card, Legendary, Spirit d8+, at least two Druid Edges
The druid knows every tree, deer, blade of grass, and scuttling beetle of her home. She selects a specific area relevant to the campaign, such as a specific forest, valley, mountain, bay, lake, or coastline (generally a few dozen square miles or so).
Once per encounter, while within her home ground, the druid may spend a Benny to recover all her Power Points.
The druid also has a sense of her home, no matter how distant she may be. By concentrating for ten minutes, she may ask three questions about the current, observable state of her homeland.