Description:
A Druid lives with Nature, in communion with animals and
plants, procuring help and healing to those forms of
life. They call themselves Protectors of Nature. They
are often seen with Beastmasters, Purifiers, and
Woodsmen. They do not have good battle proficiency but they
have a special power; the knowledge of Magic.
Important Attributes:perception, Willpower, Toughness
Racial Restriction : T'skrang, Ork, Troll, Windling
Karma Ritual : They must spend at least 30
minutes mixing various herbs and plants in a big
cauldron, saying all the virtues and characteristics of
the chosen herb when it dissolves in the boiling water.
After the potion is complete, he must drink a good portion
of it.
Artisan Skill : Wood Carving, Robe Embroidery
[D] Demonstrate a Discipline talent use
First Circle:
- Karma Ritual
- Animal Bond [D]
- Dominate Beast [D]
- Spellcasting [D]
- Thread Weaving [D]
- Spell Matrix
- Spell Matrix
- Read Magic
Second Circle:
- Tracking [D]
- Durability (5/4)
- Creature Analysis [D]
Third Circle:
Fourth Circle:
Karma :The Druid may spend a karma point in
any actions when protecting the nature.
- Heal Animal Servant [D]
- Spell Matrix
Fifth Circle:
Spell Defense:Increase the Druid's Spell Defense by 1
- Melee Weapon
- Willforce [D]
Sixth Circle:
Adopt Animal Characteristic:Like the Beastmaster
talent Claw Shape but cost 3 strain to start and 1
strain/10 minutes and may be any animal
feature like Gills, Wings, Sonar etc...
- Cold Purify [D]
- Fire Heal
Seventh Circle:
Social Defense:Increase the Druid's Social Defense by 1
- Animal Possession
- Enhanced Matrix
Eighth Circle:
Karma:The Druid have one more recovery test/day
- Earth Skin
- Enhanced Matrix
The Druid can do all the spells of Elementalist plus all spells that are related to plants or Animals
New Disciplines