HEROES FOR HIRE
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HEROES FOR HIRE

WE ARE A GROUP OF LIVE ACTION ROLEPLAYERS BASED IN PLYMOUTH WHO SPEND A FEW SUNDAYS RUNNING ROUND THE WOODS AND HAVING A GOOD LAUGH. WE GO TO PLYM WOODS, CANN WOODS, GOODAMEAVY, SHAUGH PRIOR AND BURRATOUR RESERVOIR
 
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 ...DRUID...

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Posts : 144
Join date : 2009-07-10
Age : 48
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PostSubject: ...DRUID...   ...DRUID... Icon_minitimeSat Aug 08, 2009 4:38 am

Druids are a secretive breed and Nature is their main purpose in life, they care nothing for the troubles of others. Druids do not tolerate any race or being that will do harm to nature and in some cases they will lay down their lives for the cause. Some druids never travel and these will stay around to protected ancient sites such as Barrows, Stone Circles and Sacred Groves whilst other will travel the world taking care of nature and educating those who choose to ignore nature’s ways. They may only specialize in one school of magic and the nature spell list. Druids can only wear up to Studded Leather armour.

Spells from the Nature School are bought with Prayer Points which are awarded to the player by the referee; spells from their secondary school of magic are bought with gold. They will require a spell book (much like the Mage’s) to carry their Secondary School of Magic spells; this is also used as a memory aid for their Nature Spells. Unlike Mage’s, if their book is lost or stolen, they will only lose access to their Secondary School of Magic spells as their Nature Spells are given to them by their god. The rules for advancing magic are the same as for Priests (see Priest).

If a Druid has no power points and attempts to cast a spell, they have “Overburned”. The penalties for “Overburning” are varied, ranging from permanent power point loss, spell loss and even inability to use magic.



Starting Kit
Druids can only be Wood Elf / Half Elf (Wood) / Cats / Humans
Start on 4 Power Points, Read/Write Magic and 2 Prayer Points
Pole-arm use Level 1 Nature Magic

One Point Skills
Recognise Wounds Recognise Disease
Short Weapons Use Club / Mace Gain Power Point*

Two Point Skills
Speak with Animals Speak with Plants
Recognise Potion Recognise Plants Bind Wounds

Three Point Skills
Detect Natural Trap (1-5) Recognise Evil
Recognise Un-dead Plant lore 1#

Four Point Skills
Plant lore 2# Weapon Mastery Staff / Club / Mace
Recognise Magic Recognise Poisons

Five Point Skills
Either Handed Projectile Magic
Plant lore 3#

Six Point Skills
Strength
Camouflage Self Natures Defences


Seven Point Skills
Leather Worker (1-5)

Eight Point Skill
Call of the Wild*


# Plant Lore 1 – This may create a “purge poison potion” once per adventure.

# Plant Lore 2 – This may create a “cure spirit potion” once per adventure.

# Plant Lore 3 - This may create a “healing potion” once per adventure.

# Speak with Animals – The character can now converse with any Natural animal. The responses are based on the animal’s intelligence and how it views the world…do not expect conversations to be easy.

# Camouflage Self - As per Wild Meld, but 1 minute duration, and only usable Once per encounter.

# Nature Defences – The player gains +1 hit point per location for each point of Life they sacrifice. The effects of life points lost do not take effect until the end of the encounter.

# Leather Worker - Each Level of this skill allows you to repair 1 point of leather/studded armour.

# Call of the Wild – The player gains +1 damage to all melee combat for the rest of the encounter when this ability is used. This skill may be bought up to 3 times.

# Detect Natural Traps – Once you declare you are using this ability you can now find Natural Traps of equal or lower rank. You can move no faster than a slow walking pace and you must act out the searching. If you come within range of a trap the referee will notify you. Only natural traps can be found (Pits, Snares, Deadfalls and environmental dangers are considered natural), mechanical or magical traps are beyon
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