Just two druids off to smoke some weed and toss people into bogs |
Halfling
Druid
Ability
Score Requirement:
Dexterity 9, Wisdom 12
Hit Die: d6 per level until 13th level.
Saving
Throws: As a cleric
Armor: Any as long as it made of animal or plant material.
Weapons: As a cleric or druid.
Special Abilities: Standard halfling abilities and spellcasting as a cleric or druid
Halflings
are all surprisingly accurate with missile weapons of all types gaining a +1
bonus to attack rolls with them. Halfling druids, like all halflings, are very
adept at hiding in any outdoors wilderness and less so in any indoors or
dungeonesque area, with no other rules assume 5 in 6 outdoors and 2 in 6
indoors. They also gain a +1 bonus to initiative and surprise rolls.
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.
Starting at 1st level, druids
may manifest nature’s power in the form of divine spells. The power and number
of divine spells available to the character are determined by level according
to a Cleric or Druid Spell Progression table.
A 3rd level druid 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 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 nature, 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, 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.
Is a headdress, or is she growing them from her head? Who knows, halfling druids are fucked up. |
Halfling
Druid Level Progression
|
||||
Level
|
Experience
|
Attack
Bonus
|
Title
|
Hit Dice
|
1
|
0
|
+1
|
Aspirant
|
1d6
|
2
|
2,125
|
+1
|
Ovate
|
2d6
|
3
|
4,250
|
+1
|
Initiate
of the 1st Circle
|
3d6
|
4
|
8,500
|
+1
|
Initiate of the 2nd Circle
|
4d6
|
5
|
17,000
|
+3
|
Initiate
of the 3rd Circle
|
5d6
|
6
|
34,000
|
+3
|
Initiate of the 4th Circle
|
6d6
|
7
|
70,000
|
+3
|
Initiate
of the 5th Circle
|
7d6
|
8
|
140,000
|
+3
|
Initiate of the 6th Circle
|
8d6
|
9
|
290,000
|
+5
|
Druid
|
9d6
|
10
|
440,000
|
+5
|
Archdruid
|
9d6+1
|
11
|
590,000
|
+5
|
Great
Druid
|
9d6+2
|
12
|
740,000
|
+5
|
Grand Druid
|
9d6+3
|
13
|
890,000
|
+7
|
Supreme
Druid
|
9d6+4
|
Halfling Druid Spell Progression
|
||||||
Level
|
1
|
2
|
3
|
4
|
5
|
6
|
1
|
-
|
-
|
-
|
-
|
-
|
-
|
2
|
1
|
-
|
-
|
-
|
-
|
-
|
3
|
2
|
-
|
-
|
-
|
-
|
-
|
4
|
2
|
1
|
-
|
-
|
-
|
-
|
5
|
2
|
2
|
-
|
-
|
-
|
-
|
6
|
2
|
2
|
1
|
-
|
-
|
-
|
7
|
3
|
2
|
2
|
-
|
-
|
-
|
8
|
3
|
3
|
2
|
1
|
-
|
-
|
9
|
3
|
3
|
3
|
2
|
-
|
-
|
10
|
4
|
4
|
3
|
2
|
1
|
-
|
11
|
4
|
4
|
3
|
3
|
2
|
-
|
12
|
4
|
4
|
4
|
3
|
2
|
1
|
13
|
5
|
5
|
4
|
3
|
2
|
2
|
14
|
5
|
5
|
5
|
3
|
3
|
2
|