20 May 2014

Halfling Druid

At the request of the newest player in my ACKS group, a halfling druid. She is currently playing a kludged ACKS Shaman with halfling traits from the Moldvay Basic Box. Hopefully she likes this more. It is essentially a combination of OD&D, AD&D, and OSRIC druids, with a custom halfling race constructed with the guidelines in the ACKS Player's Companion to alter the experience per level.




Halfling Druid
Prime Requisite:  WIS and CHA
Requirements:  DEX 9
Hit Die: d6
Maximum Level:  13
Alignment: Cosmic

Halflings are stout, short, people closely related to humans who average a height of approximately 3' and weigh about 60lb. They love the outdoors, food, drink, and other creature comforts, and almost universally go around unshod.

Halflings are all surprisingly accurate with missile weapons of all types gaining a +1 bonus to attack rolls with them. Because of their small size and love of the wilds halflings are difficult to spot having the ability to seemingly disappear into woods and underbrush with a proficiency throw of 3+ on 1d20. In dungeons, a halfling who is motionless and quiet in cover can escape detection with a proficiency throw of 14+ on 1d20. They also possess animal reflexes gaining a +1 bonus to initiative and surprise rolls.

In addition to these abilities, halflings are surprisingly hardy and lucky people. The target values for all their saving throws for all of their saving throws are reduced by 3. These adjustments are already factored into the saving throws on the Halfling Druid Attack and Saving Throws table below. Additionally, halfling druids get a bonus of +2 to saving throws against fire or lightning. Halfling druid characters can speak Common as well as Druidic, a secret language forbidden to be taught to outsiders.

Halfling druids worship the spiritual power of nature, maintain and protect holy places, perform festivals and ritual observances, and protect balance and harmony between civilization and nature. Their magic is rooted in the mystical oneness of nature, and they have particular power over fire, stone, and weather, as well as over plant- and animal life.
Druids are skilled combatants, albeit not as good as fighters. They advance in attack throws and saving throws by two points every four levels of experience (a progression midway between fighters and mages). As holy warriors, druids are trained to wear light armor made of plant or animal materials and to fight with sickles, daggers, curved or sickle like swords, spears, slings, and oil. They may fight with a weapon and any shield of plant or animal materials, or with two-handed weapons.

Some halfling druids pay homage to particular nature gods (some of these quite savage), while others eschew all deities and commune directly with the spiritual power of nature.
Player character halfling druids, like clerics, must be Cosmic.

Starting at 1st level (Aspirant), druids may manifest their deity’s power in the form of divine spells, which are granted through prayer and worship. The power and number of divine spells available to the character are determined by level according to the Druid Spell Progression table. See Eldritch Wizardy or the AD&D Player’s Handbook for a list of all available spells.

A 3rd level druid (Initiate of the 1st Circle) can identify plant and animal types, and can determine when water is pure and safe to drink. They can also move through any natural undergrowth leaving no trace of their passage, and may do so with no reduction in their normal movement speed.

Initiates of the 5th and higher circles (7th or higher) may change their forms up to three times per day. The form assumed must be a natural animal, no smaller than a mouse, and no larger than double the druid’s normal weight; in the process of shapeshifting, the druid recovers 1d6 x 10 percent of any hit points he or she might have sustained as damage. They also become immune to charms and other such mental enchantments cast by faerie creatures such as dryads, pixies, and brownies.

Upon attaining 9th level (Archdruid), a druid may establish or sanctify a sacred grove, bog, or other similar natural feature. So long as the druid is currently in favor with their god, they may buy or build this sacred grove at half the normal price due to divine intervention. Once a sacred grove is established, the druid’s reputation will spread and they will attract 5d6x10 0th level soldiers armed with various weapons, plus another 1d6 druids of 1st-3rd level to serve the order. They are completely loyal (morale +4). While in the druid’s service, their followers must be provided food and lodging, but need not be paid wages. The GM determines which proportions of followers are archers, infantry, etc.

There can only be a certain number of high-level druids in the world, and each druid owes deference to a specific druid above them. There are 81 Druids (9th), 27 Archdruids (10th level), 9 Great Druids (11th level), 3 Grand Druids (12th level), and only 1 Supreme Druid (13th level).  Each will be accompanied by at least 3 druids 3 to 5 level lower than them, except the Supreme Druid who will be accompanied by no less than 3 Initiates of the 6th Circle.

If a druid receives so many experience points that they are eligible to increase to these levels, but there are no vacancies in the hierarchy, then they must create a vacancy. This is done by issuing a formal challenge to the druid in question, following which the two characters must compete in a contest of some kind—often, but not necessarily, a duel. The loser of the contest goes down to the next lowest level (losing all experience down to the very minimum to qualify for the new level). This may, in turn, result in a further contest if the preceding level is also fully occupied.


Halfling Druid Level Progression
Halfling Druid Spell Progression
Experience
Title
Level
Hit Dice
1
2
3
4
5
0
Aspirant
1
1d6
1
-
-
-
-
2,125
Ovate
2
2d6
2
1
-
-
-
4,250
Initiate of the 1st Circle
3
3d6
3
1
-
-
-
8,500
Initiate of the 2nd Circle
4
4d6
3
1
1
-
-
17,000
Initiate of the 3rd Circle
5
5d6
3
2
1
-
-
34,000
Initiate of the 4th Circle
6
6d6
3
2
2
-
-
70,000
Initiate of the 5th Circle
7
7d6
3
2
2
1
-
140,000
Initiate of the 6th Circle
8
8d6
4
3
2
1
-
290,000
Druid
9
9d6
4
3
3
2
-
440,000
Archdruid
10
9d6+1
4
3
3
2
1
590,000
Great Druid
11
9d6+2
5
3
3
3
2
740,000
Grand Druid
12
9d6+3
5
4
4
4
3
890,000
Supreme Druid
13
9d6+4
5
5
5
4
4

Halfling Druid Saving Throws and Attack Progression
Character Level
Petrif. &
Paralysis
Poison &
Death
Blast &
Breath
Staffs &
Wands
Spells
Attack Bonus
1-2
10+
7+
13+
10+
12+
+1
3-4
9+
6+
12+
9+
11+
+2
5-6
8+
5+
11+
8+
10+
+3
7-8
7+
4+
10+
7+
9+
+4
9-10
6+
3+
9+
6+
8+
+5
11-12
5+
2+
8+
5+
7+
+6
13
4+
2+
7+
4+
6+
+7