Of all the members of the clergy in Destiny, perhaps the Druids are the most elusive. Often found in the woods or fields, they travel the lands in service of their God, and in discovery of nature and themselves.
     In contrary to the priests, the Druids do not rely solely on prayers to get by. Where a priest may feel he or she honors the God with constant prayers, the druids more decide upon urgency and special occasions to either ask for the help of their god or to pray in praise of the god's name. Druids have a vast knowledge of the workings of nature, and the benefit nature can give to the people of Destiny. They quickly learn what plant can be used for what purpose, and are generally very much in tune with the lands around them. As a consequence, the pain of the land often is theirs, and should they come close to a forest fire or anything that harms the living land of Destiny, they will feel that pain within themselves, sometimes to the extent of being crippled by the event.
     As healers of the land, they dedicate their lives to protecting it and serving the wishes of the god Chylde Asylum. All of their healings are done using the herbs of the land and they believe since they use the planet's powers to heal others, they should do their part to heal the planet in return. They protect all of nature's creatures, big or small, refusing to slay any unless all other options have been exhausted. Though Druids are often solitary beings, choosing to live life in secluded areas where they can further their work, they can take on the friendship of the animals. They have a base chance of 20% to communicate with animals, increasing 5% every level. The Druids also have a Summon Animal ability much like that of the Rangers.
     However solitary the Druids may be, they are highly organized nonetheless, holding meetings all across the land, all overseen by the Archdruid himself. The whole system of Druids is set in a heirarchy and once attaining higher levels much ceremony and tradition will come into play before one may pass onto the next level. After level nine there is only a certain amount of people who can hold these positions. Each title is occupied by the lucky and devoted few.
     There can only be ten Master Druids (level six) in the land at any given time. After the Druid attains the title Master, he or she works and builds until they reach level nine, and then can become an Archdruid. The Archdruid title is also held by a rare few, and only five people in the whole land may lay claim to this title at once. Once an Archdruid has attained the twelfth skill level, assuming one of the three spots for the title Great Druid is open, they advance to this rank instantly.
     The last title is the only one which can be held by only one person in the entire land at once: That of the Grand Druid. This title is bestowed to one Druid and one Druid only. Unlike all of the other ranks, only he or she decides when he or she will relinquish the title. All titles up to Grand Druid may have battles between the Druids, assuming they are appropriate leveled, the winner being the one to take up the title. The Grand Druid decides who will take his or her place from amung the three Great Druids.
Druid Abilities
     Special abilities for a Druid are as follows, with the title of the Druid determining his or her extra abilities. If one holds the title of Archdruid they have Archdruid abilities, and Master Druid abilities, and so on. The Grand Druid has access to all the listed abilities.
- Druids: Regardless of level or title, all Druids have the ability to use nature around them for healing. But, as they do not wish to put a strain upon the lands, they will never do this more than once a day (or quest), or when the land is already harmed. At level one, this skill will heal 1d4, at level five it will heal 2d4, and at level ten it will heal 4d4. This is not a prayer, but an ability, and does not have to be rolled for.
- Master Druid: Pass through overgrowth (thorns or vines, etc.) quickly and without leaving a trace.
- Archdruid: Immunity to natural poisons.
- Great Druid: Plant Speak: The Druid can influence and gain any information from a plant or plantlike creature with a low intelligence, with 100% chance of success.
- Grand Druid: The Grand Druid holds the power to turn any amount of land within his vision into magically fertile land. Even the most barren of wasteland and desert can be transformed when the Grand Druid weaves his power granted by Chylde. The prayer takes a full day of concentration, and the Druid must spend three days recovering, due to the amount of energy it takes to cast.
Abilities and Restrictions
- Druids are of the priest class.
- Druids can not dual class.
- Druids must be evenheart, and choose Chylde Asylum as their main god.
- Druids must have a wisdom of at least 17.
- Druids can be any race save for Faeries and Brownies.
- Druids can only wear leather armor or below.
- Druids have a maximum soak of 45%.
- Druids being of nature borne skills have Three special abilities with increased knowledge; Botony (Flora and Fauna), Zoology (Biological identification & Animal Ecology), and Meteorology (Weather forcasting & atmospheric phenomena). (skills ability percentage chart shown below).
- Druids can only use either a staff, or a weapon of 1d6 damage or below.
- Should harm befall the land, and a Druid is nearby (i.e. within bowshot range for large fires), he or she will suffer damage from the land's pain (1d4 per round. This is at host's discretion).
- Druids may create 1 custom prayer every even level. (Must be approved by appropriate DGA)
Level: | Bonus Skill% (For Botony [Flora and Fauna], Zoology [Biological identification & Animal Ecology], and Meteorology [Weather forcasting & atmospheric phenomena]): |
---|
1 | 30 % |
2 | 35 % |
3 | 35 % |
4 | 40 % |
5 | 45 % |
6 | 50 % |
7 | 50 % |
8 | 55 % |
9 | 60 % |
10 | 65 % |
11 | 70 % |
12 | 70 % |
13 | 75 % |
14 | 80 % |
15 | 85 % |
16+ | 90 % max |
Starting Equipment
- 1 Quarterstaff
- 1 Weapon of Choice (1d6 or lower)
- 2 Pouches of Herbs (Holds 8 x d4 herbs total in the two pouches, or any combination to d32 naturaly possible [As 1 x Ranger pouch holds d24 in any natural combination and 1 x Avatar pouch is d18 possibility])
- 1 Prayer Book
- Standard Camping Equipment
- Appropriate Clothing
- 25 Gold Pieces