Druid
From Shape Shifter

Creation - Races - Archetypes - Maneuvers - Playing - Combat
Barbarian - Bard - Druid - Knight - Ranger - Thief - Wizard
A druid is a defender of the natural order of the land. Their power is drawn from their ability to shape change into wolves, commune with flora and fauna, and call upon mother nature, particularly rain, storms, and lightning.
Contents |
Abilities
First
Bark Skin
- Type: Stance
- Use: Per Encounter
- Call: Before Action
Outer flesh becomes bark, providing protective damage bonus.
Claws of the Beast
- Type: Stance
- Use: Per Encounter
- Call: Before Action
Casters hands become feral claws that do 1d8 damage each and require separate attack rolls.
Purify
- Type: Talent
- Use: Per Encounter
- Call: Before Action
Cure one adjacent target of poison. Remove poison from food or water. Turns a potion of poison into a potion of healing.
Ember Flame
- Type: Spell
- Use: Per Encounter
- Call: Before Action
Cause a flammable object to sputter with flame causing damage to owner. Or cause an already burning flame to lick an opponent for more damage.
Fairie Fire
- Type: Spell
- Use: Per Encounter
- Call: Before Action
Call upon mystical wispy lights to surround one target for 3 rounds. Negates any hiding or obscuring effects target may have. Target is +1 easier to hit.
Nature's Guidance
- Type: Spell
- Use: Per Day
- Call: Before Action
Designate one roll of any ally to receive a +2 bonus.
Natures' Vigor
- Type: Spell
- Use: Per Day
- Call: Before Action
Touched target will heal 1d4 damage per round for 3 rounds. Target may move around and perform actions without any negative effect to the healing process. Casting druid may also move around and perform actions without any negative effect to the healing process.
Summon Swarm
- Type: Spell
- Use: Per Day
- Call: Before Action
Summon a swarm of flying insects that surround and attack all within a nearby area of your choosing.
Water Breathing
- Type: Spell
- Use: Per Encounter
- Call: Before Action
Touched target will be able to breath underwater and swim underwater at an increased rate for the duration of the encounter.
Second
Control Animal
- Type: Talent
- Use: Per Encounter
- Call: Before Action
Make any nature oriented creature obide to your will for the duration of the encounter.
Entangling Vines
- Type: Spell
- Use: Per Encounter
- Call: Before Action
Cause vines and roots to quickly reach up out of the ground and ensnare foes. Effect lasts 2 rounds. It has to be somewhat plausible that there are roots in the ground. Being in the middle of the ocean on a raft for example will not work.
Obscuring Mist
- Type: Spell
- Use: Per Day
- Call: Before Action
Starting after the round this is cast, the surrounding area will become obscured in fog. All within the area will be affected by limited vision. Druids and rangers are immune to its effect.
Primal Scream
- Type: Talent
- Use: Per Encounter
- Call: Before Action
Let out an ear piercing scream that causes pain and bewilderment in friends and foe alike.
Thorn Skin
- Type: Stance
- Use: Per Encounter
- Call: Before Action
Causes sharp thorns to sprout from skin, causing damage to all who attack player.
Wolf Form
- Type: Stance
- Use: Per Encounter
- Call: Before Action
Take the form of a wolf with all its attack abilities and limitations.
Water Bubble
- Type: Spell
- Use: Per Encounter
- Call: Before Action
For this spell to be cast, there must be some semblance of moisture nearby. Target of spell must be touched and then is surrounded by a bubble of water. Provides some protection against fire before evaporating. Target may also float, but can not control movement. An external force must act upon the bubble to get it to move, such as wind or a simple push.
Third
Call Lightning
- Type: Spell
- Use: Per Day
- Call: Before Action
Call down lightning strikes. Must be some clouds in the sky.
Regrowth
- Type: Spell
- Use: Per Day
- Call: Before Action
Heal target for damage with added benefit of regrowing lost limbs, healing scars, etc...
Fourth
Summon Treant
- Type: Spell
- Use: Per Day
- Call: Before Action
Summon a treant to fight alongside the players side. The player has to be relatively near a forest to be able to do this as it must be reasonable that a treant could show up.

