All planes have conservators – a group of beings charged with caretaking and protection against destruction or intrusion. The Material Plane is no exception. Druids are tasked with protecting the Tree of Life, the wild and untamed places, and all plants and denizens of the world. They are constantly vigilant against threats to the world as a whole, or any of its terrains or ecosystems. Of particular importance to Druids are protecting plants and plant life.
Attack: Medium
Accuracy: High
Defense: Low
Resistance: High
Tough: Low
Quick: Medium
Mind: High
Hit Points: Low
Maximum Energy Points at 20th Level: 134
Weapon Proficiencies: Light
Armor Proficiencies: None
Allowed Alignments: 2, 3, 4
Note: The Druid may not use any Natural abilities while alignment 1 or 5.
GRANTED ABILITIES
Tier 1
Druid may cast Druid spells of level equal to or lower than his Druid level. Casting a spell costs EP equal to its level. If the Druid’s spellbook is not in his possession, the Druid may not cast spells.
Cost: (Spell Level) EP
Activation: Per Spell Card
Duration: Per Spell Card
Ability Check: Per Spell Card
Spell Descriptors
Druid spells must attach one of the following Descriptors:
[Air] [Earth] [Water] [Fire] [Ice] [Lightning] [Acid] [Magma] [Plant]
SELECTABLE ABILITIES
Druids gain selections at levels 1,3,5 // 6-12 // 13-19 // 20
The Druid has spent time studying the mystic nature of the Earth and has discovered new ways to channel her energies by casting spells.
Tier 1 – Research (Levels 1-5)
The Druid spends EP to submit a Tier 1 Spell Research Request. This may be performed once per Phaze. Spell research occurs between Interphaze Events, with the newly researched spell becoming available to the Druid at the next Event the Druid attends. Final spell level will be between 1 and 5.
Cost: 2 EP
Activation: Ritual; may only be performed once per Phaze
Duration: Permanent
Ability Check: None
Tier 2 – Research (Levels 6-12)
The Druid spends EP to submit a Tier 2 Spell Research Request. This may be performed once per Phaze. Spell research occurs between Interphaze Events, with the newly researched spell becoming available to the Druid at the next Event the Druid attends. Final spell level will be between 6 and 12.
Cost: 7 EP
Activation: Ritual; may only be performed once per Phaze
Duration: Permanent
Ability Check: None
Tier 3 – Research (Levels 13-19)
The Druid spends EP to submit a Tier 3 Spell Research Request. This may be performed once per Phaze. Spell research occurs between Interphaze Events, with the newly researched spell becoming available to the Druid at the next Event the Druid attends. Final spell level will be between 13 and 19.
Cost: 14 EP
Activation: Ritual; may only be performed once per Phaze
Duration: Permanent
Ability Check: None
Tier 4 – Signature Spell
The Druid chooses one spell from her spell book to improve to a “Signature Spell.” Improvement occurs between Interphaze Events. The Signature Spell is increased to 20th Level, Attuned to the Druid, and cannot be copied, transferred, disseminated, or otherwise removed from the Druid’s spell book. The Druid may only have 1 Signature Spell. If the Druid loses this skill by any means, she loses the Signature Spell as well.
Cost: Permanent EP reduction of 15
Activation: None
Duration: Permanent
Ability Check: None
Tier 1
The Druid gains proficiency with medium weapons.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
These grant a bonus to the relevant save. Bonuses must be taken in order and at their requisite Tier level. However, for the purposes of EP cost they are all considered Tier 1 abilities.
Tier 1 – Mind Bonus
Druid gains a +5 to Mind save
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 2 – Quick Bonus
Druid gains a +5 to Quick save
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 3 – Tough Bonus
Druid gains a +5 to Tough save
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
This ability may be taken multiple times.
Tier 1
Druid gains a permanent addition of 2 EPs.
Cost: None
Activation: None
Duration: Always On
Ability Check: None
Tier 1 – Speak, Read, and Write Ogham
Druid has taken time to study that ancient and secret language of the Druids, Ogham. The Druid may speak, read and write this language. Because the language is known only to Druids, it is a ready and easy way to identify other Druids and share secret knowledge.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 1 – Basic Herbalist
Druid is granted a Basic Herbalists’ Recipe Book containing recipes for creating herbal potions. The Druid may create herbal potions of level equal to or lower than his Druid level. Creating a potion costs 2 EP plus EP equal to its level. All potions require ingredients that can only be found in the Druid’s Grove.
Cost: 2 EP + (Herb Level) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None
Tier 2 – Exotic Herbalist
Druid is granted an Exotic Herbalists’ Recipe Book containing recipes for creating herbal potions. The Druid may create herbal potions of level equal to or lower than his Druid level. Creating a potion costs 2 EP plus EP equal to its level. All potions require a combination of ingredients that require a Quest and/or are found in the Druid’s Grove.
Cost: 2 EP + (Herb Level) EP
Activation: Ritual Action
Duration: Phaze+ (the item lasts until the end of the next Interphaze event, excluding Miniphazes)
Ability Check: None
This ability may be taken multiple times.
Tier 1
Druid may select one descriptor from the descriptors listed below. Abilities that list “Require Terrain Aptitude” may only be used in the terrain selected by this ability. Additionally, Druid is granted a Resistance(Tough) vs. CL 10 save to negate exposure effects associated with her Aptitude, when in that terrain. If this check is failed, she still only suffers ½ the exposure effect.
- Arctic [Ice, Air]
- Aquatic [Water. Ice]
- Desert [Fire, Lightning]
- Jungle [Plant, Air]
- Mountains [Lightning, Earth]
- Swamp [Acid, Water]
- Underground [Magma, Earth]
- Woods/Plains [Plant]
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Denizen Communication (Natural) - Terrain AptitudeTier 1 – Communicate with Plants / Animals
Druid spends EP to communicate easily with any plant or animal in their Terrain Aptitude for 1 encounter. However, the plant or animal may be limited in its knowledge (plants could tell you if it was dry, wet, hot, or if anyone had brushed past it, but couldn’t tell you what they looked like…similarly, a beehive could tell you a “person” was throwing rocks at it, but couldn’t identify him/her).
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTerrain Enhanced Spells (Natural) - Terrain AptitudeGeneral Notes: Some Druids focus their life’s work on being protectors and conservators of specific habitats. These Druids gain a deeper connection to that type of terrain, and their magic is enhanced by the following abilities, while both in their Terrain Aptitude and casting spells whose descriptors match the Terrain’s descriptors.
Tier 1 – Terrain Affinity
Druid spends EP to “hold” a Terrain Aptitude spell she has just finished casting. The spell does not initiate until a later time, chosen by the Druid. Targeting occurs at initiation. The original spell’s duration dictates how long the spell may be “held” (i.e. this doesn’t work on Instant spells). The Druid may only “hold” 1 spell at a time.
Cost: 2 EP
Activation: General Action
Duration: Concentration; this ability ends when the “held” spell initiates
Ability Check: NoneTier 2 – Terrain Adaptation
Druid may change the Descriptors of spells she casts to her Terrain Aptitude’s Descriptors at will. The spell loses all previous Descriptors and gains all Terrain Descriptors. Spells altered in this manner are eligible to be affected by other abilities in this tree.
Cost: Permanent EP reduction of 5
Activation: None; must be Activated during the same count the spell is being cast.
Duration: Always On
Ability Check: NoneTier 3 – Terrain Alignment
Druid’s Terrain Aptitude spells gain a -1 count casting time reduction (minimum 1).
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: NoneTier 4 – Terrain Attunement
When casting Terrain Aptitude spells, Druid gains an additional General Action. This action may not be used for casting spells.
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: NoneWeirding Path (Natural) - Terrain AptitudeTier 1 – Natural Blending
Druid spends EP to become Invisible to Sight for 1 encounter when in her Terrain Aptitude.
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 2 – Indistinguishable Presence
Druid spends EP to gain immunity to all Information/Lore effects that begin with “Detect.” For example, Information/Lore: Detect Invisible.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneTier 3 – Unhindered Movement
Druid is no longer affected by Magic that negates or impedes movement that is either Druidic, or has any elemental descriptor attached to it other than [Force].
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: NoneTier 4 – Terrain Teleporting
Druid spends EP to gain Movement: Complex (8) for1 encounter when in her Terrain Aptitude. This movement replaces her normal movement, and ignores any obstacles, barriers, or hindrances (effectively acting like a teleport). She must be touching her terrain and able to move to use this ability.
Cost: 20 EP
Activation: General Action
Duration: Encounter
Ability Check: NoneMagic Attunement (Natural) - Terrain AptitudeTier 3 – Non-magic Spells
Druid may choose to change the Save for a spell she is casting from Resistance to Defense. This ability may be used at will. For example: Using this ability, a Save that reads Accuracy vs. Resistance(Quick): negates would read Accuracy vs. Defense(Quick): negates.
Cost: Permanent EP reduction of 10
Activation: None; must be Activated during the same count the spell is being cast
Duration: Always On
Ability Check: None
This ritual requires a minimum of 2 Druids, both of whom must possess the Ability being used. The base AoE for this ritual is Radius (2). Multiple Druids working in unison “pool” their combined AoE, the resulting effect has an AoE equal to the combined AoE of all Druids participating, i.e. the minimum 2 Druids required create a restoration area with Radius (4).
Tier 2 – Minor Restoration
Druid spends EP to Negate all effects of up to level 10 targeting the environment or with non-targeted AoE.
Cost: 7 EP
Activation: Ritual Action; requires minimum 2 Druids
Duration: Instant
Ability Check: None
Tier 3 – Cleanse the Land
Druid spends EP to Negate all effects targeting the environment or with non-targeted AoE.
Cost: 14 EP
Activation: Ritual Action; requires minimum 2 Druids
Duration: Instant
Ability Check: None
This ritual requires a minimum of 2 Druids, both of whom must possess the Ability being used. The base AoE for this ritual is Radius (2). Multiple Druids working in unison “pool” their combined AoE, the resulting effect has an AoE equal to the combined AoE of all Druids participating, i.e. the minimum 2 Druids required create a restoration area with Radius (4).
Druid Groves may only be created in areas of unworked land, free from any magic or effects. Magic, other than Druid magic, does not function inside of a Druid Grove. Essentially, all targets and area inside a Grove are granted 100% Magic Resistance to non-Druidic magic.
Tier 3 – Temporary Grove
Druid spends EP to create a Druid Grove lasting for 1 encounter, requires a cutting from the Tree of Life, which is planted as part of the Ritual.
Cost: 14 EP
Activation: Ritual Action; requires minimum 2 Druids
Duration: Instant
Ability Check: None
Tier 4 – Establish Grove
Druid spends EP to create a Druid Grove lasting until the end of Phaze, requires a cutting from the Tree of Life, which is planted as part of the Ritual.
Cost: 20 EP
Activation: Ritual Action; requires minimum 2 Druids
Duration: Instant
Ability Check: None
This ritual requires a minimum of 2 Druids: the “Lead Druid” plus at least 1 supporter. The Lead Druid must possess the Ability being used during the ritual. Supporting Druids need only take Tier 1. Circle includes all targets in a 3 step radius. Druids arrange themselves on perimeter of AoE (but can choose to be included if desired). The Circle only affects Druids, Rangers, and Animal Allies
Tier 1 – Support Druid
Druid spends EP to support the Lead Druid in performing an Ability from this tree.
Cost: 2 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None
Tier 2 – Physical Rejuvenation
Lead Druid spends EP to heal 10 HP + 1 HP per Supporting Druid to all legal targets in the AoE.
Cost: 7 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None
Tier 3 – Spiritual Rejuvenation
Lead Druid spends EP to heal 4 EP + 1 EP per 4 Supporting Druids to all legal targets in the AoE.
Cost: 14 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None
Tier 4 – Complete Rejuvenation
Lead Druid spends EP to heal both 10 HP + 1 HP per Supporting Druid and 4 EP + 1 EP per 4 Supporting Druids to all legal targets in the AoE.
Cost: 20 EP
Activation: Ritual Action
Duration: Instant
Ability Check: None
The druid forms a lifelong bond with 1 animal. That animal is her constant companion. If the animal participates in a battle, the druid must spend an action to give the animal a command. Animals will continue to follow that command until a new command is given.
The animal is friendly toward the druid, but has its own personality. It won’t willingly do something against its nature. Any command or effect generated by the Druid that forces the animal to act against its nature will cause it to mistrust the druid for the remainder of the Phaze. It becomes uncooperative and will make a mind save to avoid doing anything the druid tells it to do.
NOTE: Druid may only form this bond once. If the Druid’s Animal Ally is lost, it is irreplaceable. The Druid may never form a bond with a second animal.
Tier 2 – Bond with Animal Ally
Druid chooses an animal from the Animal Types list. She gains this animal as an Animal Ally that accompanies the Druid at all times.
Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None
Tier 3 – Improve Animal Ally
Druid’s Animal Ally gains the “Dire” abilities listed below.
When the Dire form of an animal is taken, it gains 1 size category (Tiny becomes Small, Small becomes Medium, Medium becomes Large, Large becomes Giant).
It also gains the following abilities:
Damage Increase: Animal gains +1 damage with melee attacks
Attack Increase: Animal gains +5 Attack/Accuracy
Defense Increase: Animal gains +3 Defense/Resistance
Save Increase: Animal gains +3 to all Saves
Level Increase: Animal becomes Level 19 (only applies to Allies, not Forms)
HP Increase: Animal gains +16 HP (only applies to Allies, not Forms)
Cost: Permanent EP reduction of 10
Activation: None
Duration: Always On
Ability Check: None
The Druid may polymorph into a chosen Animal Type. All Druidic Polymorph suffers from Polymorph Sickness.
Polymorph Sickness: While Polymorphed, the Druid loses all access to spellcasting, and class/racial abilities that are not specifically marked as “included” on the passport (in other words: things that cost EP or things like infravision, weapon proficiencies, armor proficiencies, etc.) Druids also lose the ability to speak any language other than their polymorphed form’s language, and all items are dropped at the spot of polymorphing.
The Druid may select this tree multiple times, choosing a different animal form for each selection.
Tier 1 – Animal Shapeshift
Druid spends EP to polymorph into her chosen animal type until the next sunrise. Druid chooses an animal type from the Animal Types list when this Ability is selected. Druid may end this effect at will. She gains all abilities available to the chosen animal type, but retains her own HP, EP, Attack, Accuracy, Defense, Resistance, and Saves.
Cost: 2 EP
Activation: General Action
Duration: Day
Ability Check: None
Tier 2 – Dire Shapeshift
Druid’s previously selected Animal Form is improved, gaining the “Dire” abilities listed below.
When the Dire form of an animal is taken, it gains 1 size category (Tiny becomes Small, Small becomes Medium, Medium becomes Large, Large becomes Giant).
It also gains the following abilities:
Damage Increase: Animal gains +1 damage with melee attacks
Combat Increase: Animal gains +5% Potential To Hit bonus
Save Increase: Animal gains +10% Potential Save bonus
Cost: Permanent EP reduction of 5
Activation: None
Duration: Always On
Ability Check: None
Animal TypesThe following animal types are used with the Animal Ally or Animal Form Abilities. When an animal type is chosen, the Druid may define which specific animal of that type is chosen. For example: a Tiny Prey Animal could be a Mouse, Rabbit, Squirrel, Chipmunk, Guinea Pig, or any other similar animal.
Click on an animal to see its statistics.
Beasts
Tiny Prey Animal (Mouse, Rabbit, Squirrel, etc.)
Tiny Prey Animal – Level 10
HP: 33 EP: n/a Size: Tiny Move: 1 Natural Attack: 1 dmg Attack: 17 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 10 Mind: 10 Sharp Senses: Animal may Detect and Identify Danger
Speed: Animal moves 2 steps per count
Extra Quick: Animal’s quick save is improved by 5(included in statistics)
Extra Smart: Animal’s mind save is improved by 5(included in statistics)
Stealthy: Animal is Invisible to Sight so long as it acts sneaky and is obscured by soft cover (no targeting sudden movements, rustling, moving things, etc.
Large Work Animal (Horse, Ox, Elk, etc.)
Large Work Animal – Level 10
HP: 33 EP: n/a Size: Large Move: 3/2 Natural Attack: 3 dmg Attack: 17 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 5 Mind: 5 Large: Animal is Large size, gaining 3/2 movement, and a -10% to hit small or tiny creatures
Mount training: Animal Ally has been trained to carry the druid into battle
Barding Proficiency. Animal gains proficiency with Light and Medium Armors
Heavy Barding. Animal gains proficiency with Heavy Armors
Strong Attack: Natural attack deals 3 damage (whether it be a bite, hoof stomp, etc.)
Power Predator Animal (Lion, Bear, Wolf, etc.)
Power Predator Animal – Level 10
HP: 33 EP: n/a Size: Medium Move: 1 Natural Attack: 5 dmg Attack: 22 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 5 Mind: 5 Deadly Attack: Animal’s Attack is improved by 5 (included in statistics)
Hunter’s Senses: Animal may Detect and Identify Invisible targets
Power Attack: Natural attack deals 5 damage (whether it be bite or claws, etc.)
Toughness 1: Natural AC 10(1) Defense
Toughness 2: Natural AC 15(2) Defense (replaces toughness 1)
Speed Predator Animal (Mountain Lion, Cheetah, etc.)
Speed Predator Animal – Level 10
HP: 33 EP: n/a Size: Medium Move: 2 Natural Attack: 3 dmg Attack: 22 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 5 Mind: 5 Deadly Attack: Animal’s Attack is improved by 5 (included in statistics)
Hunter’s Senses: Animal may Detect and Identify Invisible targets
Strong Attack: Natural attack deals 3 damage (whether it be a bite, claws, etc.)
Speed: Animal moves 2 steps per count
Fast Attack: Animal gains an extra Martial Action every count
Birds
Tiny Bird (Sparrow, Finch, Chickadee, etc.)
Tiny Bird – Level 10
HP: 33 EP: n/a Size: Tiny Move: 2 Flying Natural Attack: 1 dmg Attack: 17 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 15 Mind: 5 Abilities:
Speed: Animal moves 2 steps per count
Super Quick: Animal’s quick save is improved by 10 (included in statistics)
Keen Senses: Animal may Detect and Identify Race/Creature Type
Natural Flyer: Animal gains Flight movement type
Sharp Senses: Animal may Detect and Identify Danger
Spirited Sprint: Animal may use action to move 4 extra steps
Bird of Prey (Hawk, Falcon, Eagle, etc.)
Bird of Prey – Level 10
HP: 33 EP: n/a Size: Small Move: 2 Flying Natural Attack: 3 dmg Attack: 17 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 10 Mind: 5 Abilities:
Speed: Animal moves 2 steps per count
Extra Quick: Animal’s quick save is improved by 5 (included in statistics)
Hunter’s Senses: Animal may Detect and Identify Invisible targets
Natural Flyer: Animal gains Flight movement type
Strong Attack: Natural attack deals 3 damage (whether it be a bite, claws, etc.)
Fast Attack: Animal gains an extra Martial Action every count
Fish
Tiny Fish (Sunfish, Crappie, Carp, etc.)
Tiny Fish – evel 10
HP: 33 EP: n/a Size: Tiny Move: 3 Swim Natural Attack: 1 dmg Attack: 17 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 10 Mind: 5 Fleet Speed: Animal moves 3 steps per count
Sharp Senses: Animal may Detect and Identify Danger
Stealthy: Animal is Invisible to Sight so long as it acts sneaky and is obscured by soft cover (no targeting sudden movements, rustling, moving things, etc.
Toughness: Natural AC 10(1) Defense
Extra Quick: Animal’s quick save is improved by 5 (included in statistics)
Predator Fish (Walleye, Salmon, Tuna, etc.)
Predator Fish – Level 10
HP: 33 EP: n/a Size: Small Move: 2 Swim Natural Attack: 1 dmg Attack: 27 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 10 Mind: 5 Speed: Animal moves 2 steps per count
Hunter’s Senses: Animal may Detect and Identify Invisible targets
Toughness: Natural AC 10(1) Defense
Extra Quick: Animal’s quick save is improved by 5 (included in statistics)
Super Deadly Attack: Animal’s Attack is improved by 10 (included in statistics)
Large Fish (Shark, Orca, Dolphin, etc.)
Large Fish – Level 10
HP: 33 EP: n/a Size: Medium Move: 2 Swim Natural Attack: 3 dmg Attack: 17 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 5 Mind: 5 Large: Animal is Large size, gaining 3/2 movement, and a -5 Attack/Accuracy vs. small or tiny creatures
Speed: Animal moves 2 steps per count (replace Large movement)
Toughness 1: Natural AC 10(1) Defense
Toughness 2: Natural AC 15(2) (replaces Toughness 1)
Strong Attack: Natural attack deals 3 damage (whether it be a bite, claws, etc.)
Mount training: Animal Ally has been trained to carry the druid into battle
Serpent
Turtle (Snapping Turtle, Tortoise, etc.)
Turtle – Level 10
HP: 33 EP: n/a Size: Small Move: 1 Swim Natural Attack: 3 dmg Attack: 22 Accuracy: 17 Defense/Resistance: 5 Tough: 10 Quick: 5 Mind: 5 Natural Swimmer: Animal Ally gains Swimming movement type
Toughness 1: Natural AC 10(1) Defense
Toughness 2: Natural AC 15(2) Defense (replaces Toughness 1)
Strong Attack: Natural attack deals 3 damage (whether it be a bite, claws, etc.)
Deadly Attack: Animal’s Attack is improved by 5 (included in statistics)
Extra Tough: Animal’s Tough save is improved by 5 (included in statistics)
Small Snake/Lizard (Rattlesnake, Viper, Gecko, etc.)
Small Snake / Lizard – Level 10
HP: 33 EP: n/a Size: Small Move: 1 Natural Attack: 1 dmg Attack: 22 Accuracy: 17 Defense/Resistance: 5 Tough: 10 Quick: 5 Mind: 5 Stealthy: Animal is Invisible to Sight so long as it acts sneaky and is obscured by soft cover (no targeting sudden movements, rustling, moving things, etc.
Poison Bite: 1 dmg/count (from asphyxia), NDA: Held, Injected, Onset: Instant, Dur: Encounter, Attack vs. Resistance(Tough): Negates
Deadly Attack: Animal’s Attack is improved by 5 (included in statistics)
Toughness: Natural AC 10(1)
Hunter’s Senses: Animal may Detect and Identify Invisible targets
Medium Snake/Lizard (Boa, Python, Gila Monster, etc.)
Medium Snake / Lizard – Level 10
HP: 33 EP: n/a Size: Medium Move: 1 Natural Attack: 3 dmg Attack: 22 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 5 Mind: 5 Stealthy: Animal is Invisible to Sight so long as it acts sneaky and is obscured by soft cover (no targeting sudden movements, rustling, moving things, etc.
Constriction / Lock Jaw: 1 dmg / count, NDA: Held, Duration: Concentration, Attack+Tough vs. Defense(Tough): Negates
Deadly Attack: Animal’s Attack is improved by 5 (included in statistics)
Toughness: Natural AC 10(1)
Strong Attack: Natural attack deals 3 damage (whether it be a bite, claws, etc.)
Insect
Stinging / Biting Bug (Wasp, Horsefly, Mosquito, etc.)
Stinging / Biting Bug – Level 10
HP: 33 EP: n/a Size: Tiny Move: 2 Flying Natural Attack: 1 dmg Attack: 22 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 15 Mind: 5 Natural Flyer: Animal Ally gains Flying movement type
Major Annoyance: Victim of sting/bite must target Bug with attacks, duration: encounter, Attack vs. Resistance(Mind): negates
Speed: Animal moves 2 steps per count
Super Extra Quick: Animal’s quick save is improved by 10 (included in statistics)
Deadly Attack: Animal’s Attack is improved by 5 (included in statistics)
Hard to Hit: Animal gains +5 to Quick when Dodging
Ground Bug (Beetle, Ant, Pillbug, etc.)
Ground Bug – Level 10
HP: 33 EP: n/a Size: Tiny Move: 1 Burrow/Climb Natural Attack: 1 dmg Attack: 17 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 10 Mind: 5 Natural Burrower: Animal Ally gains Burrowing movement type
Natural Climber: Animal Ally gains Climbing movement type
Stealthy: Animal is Invisible to Sight so long as it acts sneaky and is obscured by soft cover (no targeting sudden movements, rustling, moving things, etc.
Night Vision: Animal Ally gains Infravision
Extra Quick: Animal’s quick save is improved by 5 (included in statistics)
Extraordinary Senses: Animal may Detect and Identify Invisible targets
Sharp Senses: Animal may Detect and Identify Danger
Spider (Brown Recluse, Wolf Spider, Tarantula, etc.)
Spider – Level 10
HP: 33 EP: n/a Size: Tiny Move: 2 Climb Natural Attack: 1 dmg Attack: 17 Accuracy: 17 Defense/Resistance: 5 Tough: 5 Quick: 5 Mind: 10 Extra Smart: Animal Ally’s Mind save is improved by 5 (included in statistics)
Stealthy: Animal is Invisible to Sight so long as it acts sneaky and is obscured by soft cover (no targeting sudden movements, rustling, moving things, etc.
Natural Climber: Animal Ally gains Climbing movement type
Webs: Animal Ally may spin webs. CT: Ritual, Duration: Day, negates movement for tiny creatures, AoE: 2×2 plane
Poison Bite: Onset: Encounter, Run: Phaze, 1 dmg/count (Necrosis), Undetectable, Injected, Attack vs. Defense(Tough): Negates
Toughness: Natural AC 10(1)
Speed: Animal moves 2 steps per count
Druid has formed a bond that allows her to share senses / resources with her Animal Ally.
Tier 1 – Telepathic Bond
Druid may now fully communicate with her ally, and gains a telepathic link, allowing her to share thoughts with her Ally.
Cost: Permanent EP reduction of 1
Activation: None
Duration: Always On
Ability Check: None
Tier 2 – Life Bond
Druid spends EP to transfer up to 10 HP from herself to her Ally. Ally must be within Short range.
Cost: 7 EP
Activation: General Action
Duration: Instant
Ability Check: Accuracy vs. Resistance(Tough): Negates
Tier 3 – Spirit Bond
Druid spends EP transfer up to 2 EP to her Ally, which must be used by the Ally in the same count it is transferred. Ally must be within Short range. This does not count as the Druid’s action.
Cost: 14 EP
Activation: None
Duration: Instant
Ability Check: Accuracy vs. Resistance(Mind): Negates
Tier 1 – Retain Items
Druid’s items now “blend” into her Animal Form, being retained while in polymorphed. She cannot access or use them, however.
Cost: Permanent EP reduction of 1
Activation: None; automatically activates when Animal Form is activated
Duration: Always On
Ability Check: None
Tier 2 – Retain Racial Traits
Druid retains the ability to speak normally in her form and use her Racial Abilities.
Cost: Permanent EP reduction of 5
Activation: None; automatically activates when Animal Form is activated
Duration: Always On
Ability Check: None
Tier 3 – Retain Class Abilities
Druid retains all Class Abilities, except Spellcasting, Armor and Weapon Proficiencies.
Cost: Permanent EP reduction of 10
Activation: None; automatically activates when Animal Form is activated
Duration: Always On
Ability Check: None
Tier 4 – Retain Spellcasting
Druid retains the ability to cast spells in her altered form. “Focus Item” and “Exotic Component” requirements are met if her items are blended with her.
Cost: Permanent EP reduction of 15
Activation: None; automatically activates when Animal Form is activated
Duration: Always On
Ability Check: None
Tier 4 – Combat Instincts
Druid fully embraces the combative nature of animals. She permanently trades her Druid Attack, Accuracy, Defense, Resistance, HP, EP, and Saves for those of a Fighter.
Cost: Permanent EP reduction of 15
Activation: None
Duration: Always On
Ability Check: None
Druid has learned how to transform into a Treant – the ultimate symbol of Plant Life. Druids do not suffer from “polymorph sickness” when transforming into Treants.
Tier 2 – Sapling
Druid spends EP to transform into a Sapling Treant for 1 encounter, with the abilities listed below.
Weaknesses
Treants have -0(1) AC against [Fire] and [Lightning] and [Magma] Effects.
Treants have -25 penalty vs. [Fire] Effects
Treants have additional -0(1) AC against [Fire] Effects (-0(2) total)
Abilities
Heavy Natural Attack: 5 damage melee attack with tree limb
Large Size: 2 movement every other count, -5 Attack/Accuracy vs. Small or Tiny creatures, may not wield light weapons, may wield heavy weapons with one hand
Tough Bark: Natural AC 15(1) Defense/Resistance (does not require proficiency)
Treants gain +0(1) AC against [Plant] Effects. (AC 15(2) Total)
Root Regeneration: Treant may spend 7 EP to “Root.” Treant must be touching the earth to Root. If Treant is moved, or chooses to move, the Root ends. While Rooted, Treant regains 1 HP per count. Duration: Encounter.
Plant Resistance: Spends 7 EP to Negate any [Plant] effect affecting the Treant.
Cost: 2 EP
Activation: General Action
Duration: Encounter
Ability Check: None
Tier 3 – Treant
Druid spends EP to transform into a Treant for 1 encounter, with the abilities listed below.
Weaknesses
Treants have -0(1) AC against [Fire] and [Lightning] and [Magma] Effects.
Treants have -25 penalty vs. [Fire] Effects
Treants have additional -0(1) AC against [Fire] Effects (-0(2) total)
Treants have -20 Tough/Quick/Mind vs. [Fire]
Abilities
Heavy Natural Attack: 5 damage melee attack with tree limb
HUGE Creatures – May not wield Light or Medium Weapons | Heavy Weapons are Wielded as Light Weapons in their hands | Have access to a “Super Heavy” weapon category: Base Damage 7 | Have access to a “Giant: weapon category: Base Damage 9, must be wielded two-handed | Movement is 4 steps every 2 counts (may only move every other count) | Requires specialized items, may not use “normal” items | Suffer a -10 Attack/Accuracy vs. Small Creatures | Suffer a -5 Attack/Accuracy vs. Medium Creatures
Hardened Bark: Natural AC 15(2) Defense/Resistance (does not require proficiency)
Treants gain +0(1) AC against [Plant] Effects. (AC 15(3) Total)
Root Regeneration: Treant may spend 7 EP to “Root.” Treant must be touching the earth to Root. If Treant is moved, or chooses to move, the Root ends. While Rooted, Treant regains 1 HP per count. Duration: Encounter.
Plant Resistance: Spends 7 EP to Negate any [Plant] effect affecting the Treant.
Cost: 7 EP
Activation: General Action
Duration: Encounter
Ability Check: None
Tier 4 – Elder Treant
Druid spends EP to transform into an Elder Treant for 1 encounter, with the abilities listed below.
Weaknesses
Treants have -0(1) AC against [Fire] and [Lightning] and [Magma] Effects.
Treants have -25 penalty vs. [Fire] Effects
Treants have additional -0(1) AC against [Fire] Effects (-0(2) total)
Treants have -20 Tough/Quick/Mind vs. [Fire]
Treants take double damage from [Fire] effects
Abilities
Heavy Natural Attack: 5 damage melee attack with tree limb
HUGE Creatures – May not wield Light or Medium Weapons | Heavy Weapons are Wielded as Light Weapons in their hands | Have access to a “Super Heavy” weapon category: Base Damage 7 | Have access to a “Giant: weapon category: Base Damage 9, must be wielded two-handed | Movement is 4 steps every 2 counts (may only move every other count) | Requires specialized items, may not use “normal” items | Suffer a -10 Attack/Accuracy vs. Small Creatures | Suffer a -5 Attack/Accuracy vs. Medium Creatures
Ancient Bark: 20(3) Natural AC (does not require proficiency)
Treants gain +0(1) AC against [Plant] Effects. (AC 20(4) Total)
Ancient Root Regeneration: Treant may spend 7 EP to “Root.” Treant must be touching the earth to Root. If Treant is moved, or chooses to move, the Root ends. While Rooted, Treant regains 3 HP per count. Duration: Encounter.
Plant Resistance: Spends 7 EP to Negate any [Plant] effect affecting the Treant.
Cost: 14 EP
Activation: General Action
Duration: Encounter
Ability Check: None