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Druids & Druidism
Druids & Druidism
Table of Contents
Lord of the Flies ...................................................... 8
Pridemaster .......................................................... 11
Artwork
Kevin Yancey
Designer
Thomas Knauss
Cover
Kevin Yancey
Editor
Jamie McGraw
Typesetter
John Gay
Creative Director
Jim Butler
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Introduction
Since the dawn of creation, sentient beings have
waged an endless struggle for survival against
nature’s awesome fury. Whether seeking shelter from
a violent storm or fleeing the virulent eruption of a
furious volcano, civilization remains at the apathetic
mercy of its surroundings. Although many live in fear
of nature’s terrible wrath, a small circle of individuals
embraces its mysterious and wondrous powers.
Rejecting the tenets of urban society, these intrepid
individuals commune with the natural world forming
a sacred pact between themselves and the land itself.
In an unusual symbiotic relationship, druids swear
their indomitable allegiance to nature in exchange
for unison with its inhabitants and divine magic.
Contrary to many popular fallacies, druids are not
passive, anti-social vegetarians accompanied by
scores of adoring animals and indulging in the
inhalation of hallucinogenic herbs and leaves. While
some of these perceptions undoubtedly possess at least
a moniker of truth, the notion is entirely skewed.
Druids are fervent in their defense of their sacred
wilderness, more than willing to physically combat
any unwelcome interloper. Most druids lead a more
solitary lifestyle than sedentary populations, yet
druids enjoy the company of their animal companions
and fellow druids. Despite the absence of throngs of
nearby humanoids, druids experience far less
alienation and loneliness than urban residents
immersed in a sea of humanity. Although druids
genuinely befriend their animal companions, they
continue to hunt other animals for food and
byproducts such as leather and bone. Finally, while
druids harvest numerous plants for a myriad of
medicinal and calmative purposes, they respect and
fear their potentially dangerous addictive properties.
Druids refrain from indulging in their usage solely
for personal pleasure or escape from reality. Instead,
druids are a close-knit brotherhood devoted to the
sanctimonious preservation of the wilderness and the
perpetuation of the natural order.
Despite their close interaction with the natural
world, druids maintain a semblance of neutrality in
accordance with nature’s grand design. Nature herself
is a passive observer, abstaining from interfering in
the affairs of sentient beings regardless of the
consequences. To druids, nature is a tangible living
entity, the mother and the wellspring of all life and
creation. Present before the inception of deities and
the discovery of arcane magic, nature remains timeless
and omnipotent, impervious to the machinations of
foolish beings attempting to supersede or dominate
its limitless power. Nature is more than a pristine
forest or an imposing mountaintop; it is the physical
manifestation of a celestial master plan invoked to
Introduction
govern the orderly function of the universe and all
living things. Time, space, life and death acquiesce to
its laws and rules, however notable exceptions exist.
The blight of the living dead, the power to bend space
by traveling great distances and the ability to stop
time all defy nature’s intentions. While such
transgressions are usually transitory and localized,
druids undertake the reparation of the natural world
as their sacred duty.
Fortunately, most challenges to the natural order
remain more mundane, but no less real. Civilization
continues to expand at an alarming rate, threatening
the sanctity and ecological viability of vast tracts of
primordial wilderness. Savage tribes of voracious
monsters and humanoids pillage the earth, ransacking
its bountiful resources and disrupting its delicately
balanced ecosystem. Nefarious wizards and clerics
seek refuge in its remote solitude to practice their
insidious and destructive magic. The proliferation of
undead creatures defiantly mocks the cycle of life,
providing an existence beyond the limitations
imposed by nature herself. Despite the perils and
obstacles, druids persevere and battle against these
unnatural forces in an effort to restore nature’s
harmonious balance. With the assistance of their
animal and plant allies, druids wage a tireless
campaign against these and other malevolent forces
bent on the shameless exploitation of the natural world
and its inhabitants.
As a result of these pervasive forces, Druids and
Druidism provides numerous powers and abilities to
combat these formidable adversaries. An eclectic
collection of divine spells and magic items
supplements the druid’s extensive magical arsenal.
Through their unique affinity with the natural world,
druids harness raw magical energy as a means of
mimicking, controlling and summoning nature’s
awesome power. Magic enables them to adopt the
physiological features of their animal companions
including the compound vision of an insect or the
bat’s use of sonar. They manipulate the powerful
current of a raging river or the torrential downpour of
a violent thunderstorm. When confronted by hordes
of their enemies, druids instantaneously mobilize
legions of animals and plants to their defense.
Druids utilize numerous natural materials to forge
an unprecedented quantity of weapons, armors, rings
and miscellaneous items. Their array of wooden and
bone weapons are more than a match for any steel or
iron counterpart, while expertly crafted and tailored
suits of leather and hide armor provide ample
protection against their enemies’ blows. Staffs
frequently complement their impressive spellcasting
abilities, while rings often increase their mastery over
the natural world. Additionally, druids also
manufacture a diverse variety of other magic items
including saddles, crowns, masks and belts.
2
Prestige Druids
Molded by years of experience and spurred by force
of will, some druids pursue a way of life vastly
different from their counterparts. Although they
maintain their core abilities and affinity for nature,
these characters embody specific traits and powers
attainable only through specialization in a particular
field. Some develop an affinity with a specific species
of animal, while others devote themselves to a
particular climate or terrain. Druids that follow these
paths achieve a synergy with nature that remains
completely alien to their traditional counterparts.
Regardless of their occasionally divergent ideologies,
these individuals remain integral parts of the druid
community.
Prestige Druids
However, magic is not the only tool at the druid’s
disposal. Their extensive knowledge of the natural
world allows them to concoct wondrous elixirs from
native plants as well as coax poison from venomous
animals. Countless hours of trial and error as well as
painstaking research enable druids to augment their
inherent abilities by mastering incredible feats of
physical and intellectual prowess. Some druids follow
this path of self-discovery to previously unattainable
heights, specializing in the manipulation and control
of their unique environment or climate.
Druids also depend on the capable assistance of
other sentient beings. Dedicated contingents of loyal
animal companions, ready to act at a moment’s notice,
accompany them throughout their travels. More
importantly, they rely on their fellow druids for
spiritual, moral, military and economic support by
forming a unique druidic society known as a circle.
This supplement describes the establishment,
leadership and daily activities of this important facet
in the druids’ life.
Part inquisitive student, part stalwart defender and
part diplomatic liaison, druids occupy a vital niche
in the ecosystem. While staunchly protecting the
unalienable rights of the natural world and its
inhabitants, druids frequently find themselves at the
center of an endless conflict between preservation and
progress. By tenaciously adhering to their principles
and ideals, druids maintain nature’s integrity and
strengthen their communion with the natural world
utilizing whatever means necessary.
Glacier Walker
Fierce, icy winds and bitter, numbing cold constantly
accompany the resilient druids of the arctic regions.
Swathed in bundles of thick fur and animal hide, the
enigmatic glacier walker roams his wintry landscape,
revering its wondrous marvels and incomparable
beauty. Nearly all glacier walkers spend countless
hours enhancing the aesthetic wonder of their
territory by creating magnificent ice sculptures and
totems of native animals. However, these mysterious
artistic creations also serve several more practical
purposes. They remind hunters and trappers to
respect the sanctity of the frozen wilderness as well
as warning poachers against plying their unsavory
business in the druid’s sacred land. Ice sculptures
also function as a means of communication between
fellow druids in the area. They alert other druids to
the presence of a specific animal in the immediate
vicinity and mark the boundaries of the druid’s
territory. Although seemingly territorial in nature,
glacier walkers are actually very cooperative and
primarily sedentary. A typical circle of glacier walkers
consists of anywhere between ten and twenty
individuals with an elder druid serving as the group’s
undisputed leader. The circle always gathers in a
secluded cavern within a ring of ice totems and
sculptures.
Because of their harsh and brutal environment,
glacier walkers engage in very little contact with the
civilized world. Glacier walkers consciously avoid
towns and cities, preferring to remain ignorant about
the virtues and vices of urban life. However, they
frequently interact with barbaric tribes in the region,
trading a variety of commodities with the nomadic
inhabitants of their territories. The two groups
generally coexist peacefully, not a surprising fact
considering that most glacier walkers began their
lives as members of a barbaric tribe.
3
Class Features
Weapon and Armor Proficiency: Glacier walkers
gain no weapon or armor proficiencies.
Spells: Glacier walkers continue to receive new
spells as if they acquired another level in the
spellcasting class that they belonged to prior to
becoming a glacier walker. However, they do not
attain any other abilities gained from a level increase
from the spellcasting class. If the character had more
than one spellcasting class, the player decides which
spellcasting class receives the additional level for
purposes of determining his spells per day and spells
known. Furthermore, whenever a glacier walker casts
a spell inflicting cold damage, the spell deals an
additional point of damage equal to the character’s
glacier walker level.
Arctic Movement (Ex): Whenever the glacier
walker travels through arctic terrain, his movement
rate increases by ten feet per round. In addition,
magical cold effects that impede movement such as
the spell sleet storm do not affect glacier walkers. To
receive the benefits of this ability, the glacier walker
must be moving by means of his own locomotion (i.e.
a glacier walker riding a horse does not receive this
benefit). Furthermore, whenever a glacier walker
engages in melee with an opponent in arctic terrain,
he receives the Improved Trip feat regardless of
whether the character possesses the feat’s
prerequisites.
Cold Resistance (Ex): A glacier walker does not
suffer any ill effects from cold weather and must make
Fortitude checks every hour rather than every ten
minutes when subjected to extreme cold. The results
of failed checks remain unchanged. Glacier walkers
also receive a +2 competence bonus to all saving
throws against cold related effects such as a white
dragon’s breath weapon or cone of cold .
Humans are the most prevalent race among glacier
walkers with half-orcs a distant second. Because of
the inherent discipline essential for survival in this
extreme climate, most glacier walkers are lawful
neutral. Glacier walkers revere and cherish the animal
inhabitants of their frozen territory, however wolves,
lynxes, and polar bears are their most popular animal
companions. On the other hand, frost giants and white
dragons remain their most bitter enemies. Regardless
of the circumstances, glacier walkers attack these evil
beings on sight.
Hit die: d8
Requirements
To qualify as a glacier walker, a character must fulfill
the following criteria.
Base Fortitude Bonus: +4
Alignment: Any non-chaotic
Skills: Animal Empathy 5 ranks, Craft (sculpture)
4 ranks, Handle Animal 5 ranks, Knowledge (nature)
4 ranks, Wilderness Lore 4 ranks.
Feats: Great Fortitude
Class Skills
The glacier walker’s class skills (and the key ability
for each skill) are Animal Empathy (Cha), Balance
(Dex), Climb (Str), Concentration (Con), Craft (any)
(Int), Handle Animal (Cha), Heal (Wis), Hide (Dex),
Intuit Direction (Wis), Jump (Str), Knowledge (nature)
(Int), Move Silently (Dex), Profession (any) (Int), Ride
(Dex), Spot (Wis), Tumble (Dex), and Wilderness Lore
(Wis).
Skill Points at Each Level: 4 + Int modifier.
Table 1.0: Glacier Walker
Base
Class
Attack
Fort
Reflex
Will
Level
Bonus
Save
Save
Save
Special
1 st
+0
+2
+0
+0
Spells, Cold Resistance, Arctic Movement
2 nd
+1
+3
+0
+0
Winter’s Enemies
3 rd
+2
+3
+1
+1
4 th
+3
+4
+1
+1
Chill Metal
5 th
+3
+4
+1
+1
6 th
+4
+5
+2
+2
Sleet Storm
7 th
+5
+5
+2
+2
8 th
+6
+6
+2
+2
Ice Storm
9 th
+6
+6
+3
+3
10th
+7
+7
+3
+3
Frozen Prison
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instance, if the glacier walker has a modified Craft
(sculpture) skill check of +9 and rolls a “12”, the
difficulty class of the saving throw is 21. Once
finished, the sculpture retains its magical
properties for twenty-four hours regardless of the
temperature; however a glacier walker may not
possess more than one frozen prison at any time.
The glacier walker may hurl the icy prison at any
target within 50 feet, treating the attack as a ranged
touch attack. A successful hit deals 5d6 points of
cold damage with no saving throw allowed.
Furthermore, the sculpture’s frigid bars encapsulate
the victim unless he rolls a successful Fortitude
save. Failure completely immobilizes the victim for
a number of rounds equal to the difficulty class of
the saving throw. Success magically slows the victim
for an equal number of rounds. Note that victims
immune to cold damage are not immune to the
spell-like ability’s second effect.
Guardian of the Oasis
Punishing heat and whirling sand pummel the
weathered countenance of the nomadic guardians
of the oasis. To a beleaguered desert caravan, the
elusive glimpse of these reclusive figures is greeted
with unabated jubilation and delight, because a
refreshing spring of crystal clear water must be close
at hand. On the other hand, wary and suspicious
travelers view the mysterious nomads of the sand
in a completely different light. Their well-known
affiliation with the native serpents and scorpions
reinforces the unfounded belief that these bastions of
the dunes conspire with the forces of treachery and
evil. Regardless of their personal prejudices and
convictions, even their staunchest enemies grudgingly
admire the hardy defenders of the desert.
Guardians of the oasis dwell within an
environment largely alien to most other humanoid
races. While most desert civilizations flourish near
life giving rivers and lakes, the guardians wander the
remote recesses of its sandy dunes; stalwartly
protecting its nourishing springs from harm. Primarily
devoid of any societal structure or political hierarchy,
guardians often demonstrate an obstinate and fiercely
independent personality. Despite their lack of a formal
druidic society, guardians pledge nominal fealty to a
loosely affiliated council of elder druids charged with
the defense of a particular oasis. Most lead solitary
lives, although immediate threats to a sacred site
attract the attention of their fellow guardians.
Guardians carefully monitor the activities of passing
travelers and caravans, conducting active
surveillance to ensure that they do not exploit the
precious resources of the desert’s scarce oases. Some
desert travelers perceive the guardians’ wary attitude
toward strangers as covetous and selfish, but
Winter’s Enemies (Ex): Glacier walkers receive a
+4 dodge bonus against frost giants and white
dragons as well as a +1 competence bonus to attack
rolls against frost giants and white dragons. These
bonuses represent special techniques and battle
tactics shared among members of the druidic circle.
As always, if a glacier walker loses his positive
Dexterity bonus to armor class, he also loses his dodge
bonus.
Chill Metal (Sp): Once per day, a glacier walker
may produce an effect identical to that of the chill
metal spell cast by a druid of his glacier walker level.
Sleet Storm (Sp): Once per day, a glacier walker
may produce an effect identical to that of the sleet storm
spell cast by a druid of his glacier walker level.
Ice Storm (Sp): Once per day, a glacier walker
may produce an effect identical to that of the ice storm
spell cast by a druid of his glacier walker level.
Frozen Prison (Sp): Once per day, a glacier walker
may sculpt a magical frozen prison capable of
capturing an opponent up to one size category larger
than himself. Using his Craft (sculpture) skill, he
carves an ice sculpture of a spherical cage. Completing
the cage takes ten minutes, at which time the glacier
walker rolls a Craft (sculpture) check. (He cannot take
“10” or “20” on this check.) The modified skill check
determines the saving throw’s difficulty class. For
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