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Sample Druid:
Gogmurt from Pathfinder #1 |
Druids are a variant type of Divine Magic
User that channel Nature Magic garnered
directly from the natural forces of the
world rather than the patronage of a deity
(even though in many settings the force
of Nature is in fact embodied in the form
of a deity -- but hey, no one ever said
the source material made a lot of logical
sense). |
In some settings this logical disconnect
is corrected for, and Druids are in fact
the priest equivalents of Nature powers,
such as the relationship of Druids to the
deities Obad-Hai and Beory in older World
of Greyhawk material. |
Regardless of their theological place, Druids
not only have control over mundane plants
and animals, but also the very building
blocks of nature, the four Elemental forces
of Air, Earth, Fire, and Water. |
Druids are often represented in the source
material as having a focus on the concept
of a "Natural Balance" rather
than on a Luddite-esque opposition to progress
or milieu-appropriate Eco-Terrorism, although
some extreme Druids might veer in those
directions. |
In other words, most Druids typically aren't
out trying to reverse the tread of civilization;
rather most Druids seek to preserve the
old ways and keep civilization in harmony
with Nature rather than in opposition. They
typically have a strong sense of conservationism
coupled with a Darwinist belief that if
the fittest are to survive there must be
some strife to winnow out the weak. |
All in all, Druids are perhaps the most
improved Class from AD&D 2e to D&D
3e. They kept most of their 2nd Edition
abilities, gained some important new ones,
and dispensed with their odd level progression
hierarchy altogether. They are still trammeled
by the irritating limitation of no metal
weapons or armor, and their Magic is still
sub par, but at least with key abilities
such as Wild Shape and Animal Companions
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Following are some suggestions and guidelines
for converting an existing Druid from 3e
into the HERO System. |
Druid Class Ability Considerations |
SPELLCASTING |
The Druid Magic System (Animine) is detailed
here. |
Sample Druidic Spells may be found
here. |
Spellcasting is the primary Class Feature
of Druids in D&D 3e.This is handled
using the guidelines provided in the
Animine Magic System document, which
is a very detailed and fairly direct conversion
treatment of the Druidic style of D&D
3e Magic in HERO System mechanics.
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ANIMAL COMPANIONS |
Many Druids are accompanied by Animal Companions.
These Animal Companions are usually epitomes
of their type, possessing extraordinary
traits and attributes. This is best modeled
in the HERO System by designing each Animal
Companion as a separate Character (typically
using a Bestiary entry as a starting point),
and then take that Animal Companion as a
Follower using the Follower Perk.
|
Animal Companion: Follower Perk |
Real Cost: Varies |
DRUID SPEAK |
Druids have a secret language that they
use to communicate privately with one another,
and as a form of identification. |
Druid Speak: Language: Druidic; Completely
Fluent |
Real Cost: 3 Points |
DRUIDIC GIFTS |
Druids develop a number of Druidic Gifts
as Class Features with experience that supplement
their Spellcasting, which is generally less
potent and flexible than the Magic of Arcane
and Clerical Spellcasters.
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Conversions of the D&D 3e Druidic abilities,
including Wild Shape, are provided in the
Animine Magic System document which
should be consulted by a player that is
converting a Druid Character.
|
This document also includes for consideration
(further down the page) some additional
abilities related to the Elemental Planes
that were granted to Druids in previous
editions of D&D, but which were excised
from D&D 3e. |
Rate Of Progression |
In the source material Druids gained their
special abilities over many Class Levels
and in a specific order. However, in the
non-level based HERO System it is up to
the GM's discretion whether this order of
progression is enforced in the HERO System
or if a particular Druid can choose to buy
only the abilities they want and in whatever
order they like.
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Only Usable While In Good Standing With
Faith Limitation |
Unlike Clerics, Druids usually don't serve
a particular deity or religious dogma, however
they are held to a standard of behavior
pertaining to the protection and nurturing
of Nature.
|
Thus, Druids must apply a Limitation
to their extraordinary abilities, "Only
Usable While In Good Standing With Faith"
for a -1/4. This Limitation can never be
removed from their abilities with Experience
Points.
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Planar Travel To The Elemental Planes
|
In older editions Druids were very closely
tied to the Elemental Planes of Earth, Air,
Fire, and Water, and at higher levels gained
abilities allowing them to travel to and
in those realms. This can be modeled in
the HERO System, but is quite expensive.
Such abilities would likely be a focus of
a Character (due to the points involved)
and are not to be considered lightly. However,
it can be an interesting and distinctive
tact to take and is presented here for those
who might be interested. |
ELEMENTAL PLANE OF EARTH |
Druids gained the ability to travel to the
Plane of Earth first. Of course, if you
wanted your Character to learn to travel
to one of the other Planes instead, you
are free to do so (with GM permission);
just refactor the costs accordingly. |
Elemental Earth Travel:
|
Extra-Dimensional Movement (Single
Dimension (Elemental Plane of Earth)) (20
Active Points); Only Usable While In Good
Standing With Faith (-1/4) (Real Cost: 16)
|
Survival (Elemental Plane of Earth)
(14 Active Points); Only Usable While In
Good Standing With Faith (-1/4) 17- (Real
Cost: 11) |
Navigation (Elemental Plane of Earth)
(14 Active Points); Only Usable While In
Good Standing With Faith (-1/4) 17- (Real
Cost: 11) |
Life Support, (Safe in High Pressure,
Self-Contained Breathing) (Real Cost: 11) |
Total Real Cost: 49 points |
ELEMENTAL PLANE OF FIRE |
Druids next gained the ability to travel
to the Plane of Fire. For the purposes of
dealing with the Environmental Effects of
the Plane Safe In Intense Heat and Self-Contained
Breathing are assumed to sufficiently protect
the Character. However, some form of significant
protection from Fire based attacks independent
of the Planar travel would be wise due to
the nature of the entities that inhabit
that Plane. |
Elemental Earth & Fire Travel:
|
Extra-Dimensional Movement (Related
Group of Dimensions, Any Location (Elemental
Earth, Elemental Fire)) (35 Active Points);
Only Usable While In Good Standing With
Faith (-1/4) (Real Cost: 28) |
Survival (Elemental Plane of Earth,
Elemental Plane of Fire) (16 Active Points);
Only Usable While In Good Standing With
Faith (-1/4) 17- (Real Cost: 13) |
Navigation (Elemental Plane of Earth,
Elemental Plane of Fire) (15 Active Points);
Only Usable While In Good Standing With
Faith (-1/4) 17- (Real Cost: 12)
|
Life Support, (Safe in High Pressure,
Safe in Intense Heat, Self-Contained Breathing)
(Real Cost: 13) |
Total Real Cost: 66 points |
ELEMENTAL PLANE OF WATER |
Druids next gained the ability to travel
to the Plane of Water.
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Elemental Earth, Fire, & Water Travel:
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Extra-Dimensional Movement (Related
Group of Dimensions, Any Location (Elemental
Earth, Elemental Fire, Elemental Water))
(35 Active Points); Only Usable While In
Good Standing With Faith (-1/4) (Real Cost:
28)
|
Survival (Elemental Plane of Earth,
Elemental Plane of Fire, Elemental Plane
of Water) (18 Active Points); Only Usable
While In Good Standing With Faith (-1/4)
17- (Real Cost: 14) |
Navigation (Elemental Plane of Earth,
Elemental Plane of Fire, Elemental Plane
of Water) (16 Active Points); Only Usable
While In Good Standing With Faith (-1/4)
17- (Real Cost: 13)
|
Life Support, (Safe in High Pressure,
Safe in Intense Heat, Self-Contained Breathing)
(Real Cost: 13) |
Total Real Cost: 68 points |
ELEMENTAL PLANE OF WATER |
Druids finally gained the ability to travel
to the Plane of Air.
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Elemental Earth, Fire, Water, & Air Travel:
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Extra-Dimensional Movement (Related
Group of Dimensions, Any Location (Elemental
Earth, Elemental Fire, Elemental Water,
Elemental Air)) (35 Active Points); Only
Usable While In Good Standing With Faith
(-1/4) (Real Cost: 28) |
Survival (Elemental Plane of Earth,
Elemental Plane of Fire, Elemental Plane
of Water) (18 Active Points); Only Usable
While In Good Standing With Faith (-1/4)
17- (Real Cost: 14) |
Navigation (Elemental Plane of Air,
Elemental Plane of Earth, Elemental Plane
of Fire, Elemental Plane of Water) (17 Active
Points); Only Usable While In Good Standing
With Faith (-1/4) 17- (Real Cost: 14)
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Life Support, (Safe in High Pressure,
Safe in Intense Heat, Safe in Low Pressure/Vacuum,
Self-Contained Breathing) (Real Cost: 15) |
Total Real Cost: 71 points |
MOVEMENT WHILE IN THE ELEMENTAL PLANES |
The special natures of each of the Planes
makes movement difficult in different ways
and of course the ability to travel to the
Planes doesn't help much if your Druid can't
move around in that environment while they
are there. The following Multipower provides
a mechanism for your Druid to traverse the
Elemental Planes in ways appropriate to
each environment.
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These abilities are completely useless outside
of the Elemental Planes and thus are heavily
discounted; for instance a Druid could not
use their Elemental Plane of Earth Burrowing
ability to tunnel around in their home Plane.
However, with GM's permission you could
buy the Multipower without the "Only
On Appropriate Elemental Plane" Limitation.
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This would probably require a considerable
downscaling of the MPP and its slots to
make it affordable, but if your GM has no
objections and you want to spend the points,
it is entirely appropriate for your Druid
that has mastered the Elemental Plane of
Air to fly around while back in his own
Plane. |
Elemental Movement: Elemental Movement:
Multipower, 75-point reserve, all slots
Reduced Endurance (0 END; +1/2) (112 Active
Points); all slots Only On Appropriate Elemental
Plane (-2) |
Real Cost: 37 points |
Elemental Plane Of Earth Burrowing:
Tunneling 6" through 16 DEF material,
Fill In, x4 Noncombat (75 Active Points) |
Ultraslot Real Cost: +2 points |
Elemental Plane Of Air Windriding:
Flight 10", x4 Noncombat, LOS Not Required
To Maintain (+1/2), Ranged (+1/2), Usable
Simultaneously (up to 8 people at once;
+1) (75 Active Points) |
Ultraslot Real Cost: +2 points |
Elemental Plane Of Water Coursing:
Swimming +20" (2"/22" total)
(x4 Noncombat), Ranged (+1/2), LOS Not Required
To Maintain (+1/2), Usable Simultaneously
(up to 8 people at once; +1) (75 Active
Points) |
Ultraslot Real Cost: +2 points |
Elemental Plane Of Fire Gating: Teleportation
5", x2 Increased Mass, Usable By Other
(+1/4), Safe Blind Teleport (+1/4), Gate
Closes As Soon As Last Ally Goes Through
It (+1/4), Area Of Effect (One Hex; +1/2),
Fast Gate (1/2 Phase Action To Open Gate)
(+1/2), Continuous (+1), MegaScale (1"
= 1,000 km; +1), Can Be Scaled Down 1"
= 1km (+1/4) (75 Active Points); Gate (-1/2) |
Ultraslot Real Cost: +2 points |
The Animine Magic System is detailed
here.
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Sample Animine Spells may be found here.
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Presented below are an assortment of Basic Packages, Extension Packages, and Composite
Packages for your use.
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