The World of Llowellen
“The beauty of ”/campaign/the-world-of-llowellen/wikis/shoshanna" class=“wiki-page-link”> Shoshanna is everywhere around us. It lies not in dusty stone churches and dry religious texts but in the ground upon which we walk, in the air that we breath, the water that we drink and the flame that keeps us warm."
Druids believe that Anwen is not a true Goddess. They believe that Anwen is, in fact, nothing more or less than a favored and very powerful Heavenborn angel. Therefore all of the natural beauty and power within the world that is commonly attributed to Anwen is, in fact, the work of Shoshanna.
The uncaring tempest of a storm at sea, the benign warmth of the rising sun, the wile of the weasel, the speed of a cheetar – all of these and more natural wonders are at the druid’s beck and call. Yet, druids do not claim to be masters of the wild. That arrogant posturing, they preach, is the misguided foolishness of established churches and the city dweller. The druid gains his strength from nature by living in harmony with it and not opposed to it.
Adventurers: Druids usually feel the call to adventure to protect the wilderness from the encroaching dangers of civilization. Druids accept that nature is a double-edged blade and capable of terrible fury, but they have no such acceptance for that which exists outside of nature – like the undead. Druids will sometimes lead expeditions to destroy these vile creatures, just as they will sometimes wage guerrilla warfare against the new construction of roads, bridges , towns and cities.
Background: Although most people would consider druids loners who act independently of any structured organization, this is only true in the time of the First Age. First Age druids are as rare as clerics in this time – they are unique individuals, like Alias the Prophet, who have been visited either in person or in dreams, and given the Word of Shoshanna. They exist ahead of their time and few would recognize them for what they are.
From the time of the Second Age and the rise of the Shoshannic Churches, druids are in fact, a part of a loose confederation of similar believers who span the globe, guided and led by the highest ranking among them as well as powerful Heavenborn druids. They ignore political and religious borders. A druid initiate must undertake a series of secret ceremonies and rituals – that not all survive – before they are allowed to walk alone in the world.
All druids exist as members of this global church and even though some members are isolated from the larger organization all know their position and responsibilities within the hierarchy. As such, druids do not suffer the same schisms that clerics do amongst themselves. Indeed all druids recognize one another as Brothers and Sisters of Shoshanna.
Their superiors might call upon a druid to perform services or duties just as a druid is entitled to call upon their subordinates for the same favors.
Druids might live in small villages or towns where they keep an eye on the activities of those who rule the town but they always spend a significant portion of their time in the wilderness. Even the largest of the Old World cities, civilization at their peak, will have a druid or two who tend to small groves in the cities’ parks and gardens.
Other classes: Druids suffer the same animosity to the followers of the Old Faith that clerics do. In particular, druids are engaged in a long running religious war with the greenbonds. While it might seem that the two classes have much in common (as fighters and warmains do), druids believe the greenbonds are fundamentally wrong to worship Anwen as a Goddess. Druids pay homage to Anwen as Daughter of Shoshanna. By worshipping Anwen as a Goddess in her own right, greenbonds are misleading their faithful and denying Shoshanna the faith that She deserves. By extension, akashics, champions, magisters, witches and followers of the Old Faith (such as mage blades and runethanes) are distrusted and often disliked.
Druids are similarly opposed to clerics and paladins whom they believe are using the Word of Shoshanna to build gaudy churches and further their own power and influence at the expense of their own spirituality.
NPCs: The wild hermit who lives in the desert and who shuns the company of any but the scorpions. The tribe’s holy man and spiritual leader. The village herbalist and healer.
Hit Die: d8
First Age: First Age druids in the lands of Farid are rare indeed. Most of these individuals are Heavenborn druids concerned with the growing threat of the Ever-After War to cause damage to the World of Llowellen. These Heavenborn – which might be Vengeful or Fallen – and their few Mortal initiates guard oases, rivers, lakes and waterfalls and more rarely areas of stark beauty in the parched deserts.
Second Age: Druids within Rajiin in these times are uncommon, but not unheard of. They work in opposition to the native greenbonds striving to spread their own doctrine to a populace that could care less for such semantics. Viewed by the Church of Shoshanna as dangerously loose cannon and by the indigenous greenbonds as heretics these few druids are often found in the wildest and most remote regions of the lands.
Third Age: With the ongoing persecution of followers of the Old Faith by the Church of Shoshanna druids find themselves able to seamlessly insert themselves into the role previously held by greenbonds. Their own Shoshannic dogma is close enough to that of the Old Faith that they are widely accepted during this time. Many local leaders, including Kings and Queens begin to turn to druids as advisors, oracles and emissaries. In Erion and throughout the Feyen Isles, druidic circles begin to enjoy real power and influence for the first time. Druidic castles and places of learning are constructed and druids hold a significant position in Third Age society.
Fourth Age: Druidic influence is as much social as religious. They perform roles similar to the Old Faith greenbonds and magisters but are just as often philosophers, scientists, lore-masters, historians, teachers, judges, and counsellors to kings who hope to assuage the common people as well as the Church of Shoshanna. Their social influence among the bulk of most Summanian populations is such that the Shoshannic Church begins to change many of its religious festivals and observances to recognise the importance of rural superstitions and traditions in areas where they are working hard to bring more faithful into the Church.
Skill Points at 1st Level: (4 + Intelligence bonus) x4.
Skill Points at Each Additional Level: 4 + Intelligence bonus.
The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature), Listen (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis) and Swim (Str).
Weapon & Armour Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling and spear. They are also proficient with all natural attacks (claw, bite and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel). Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells, which are drawn from the druid spell list. A druid must choose and prepare his spells in advance (see below).
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10+ the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Druid table. In addition, he receives bonus spells per day is he has a high Wisdom score. He does not have access to any domain spells or granted powers as a cleric does.
A druid prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
A druid’s number of spells per day does not increase after 20th level.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that he hasn’t prepared ahead of time. He can lose a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
A druid also knows Druidic, a secret language known only to druids, which he learns upon becoming a 1st-level druid. Druidic is a free language for a druid, that is, he knows it in addition to his regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach language to nondruids.
Druidic has its own runic alphabet.
Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, crocodile, dire rat, dog, riding dog, dolphin, eagle, hawk, horse (light or heavy), owl, pony, shark, snake (Small or Medium viper), squid, swarm (insect or rodent) or wolf. This companion is loyal and accompanies the druid on his adventures as appropriate for its kind.
A 1st-level druid’s companion is completely typical for its kind except as noted above. As a druid advances in level, the animal’s power increases. If a druid releases her companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals. Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds his druid level and his Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars and overgrown areas that have been magically manipulated to impede motion still affect him.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su): At 5th level, a druid gains the ability to turn himself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.
Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to his true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid’s feet.
The form chosen must be that of an animal the druid is familiar with.
A druid loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. In addition, he gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form’s Hit Dice can’t exceed the character’s druid level.
At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)
At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to his normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. He also gains the elemental’s feats for as long as he maintains the wild shape, but he retains his own creature type.
At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level he can do so three times per day.
At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects the druid’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when his time is up.
Epic Attack Bonus: The druid’s base attack bonus does not increase after 20th level. However, the druid does receive a cumulative +1 epic bonus on all attacks at every odd-numbered level beyond 20th. Any time a feat, prestige class or other rule refers to ‘base attack bonus’, use the sum of the base attack bonus and epic attack bonus.
Epic Save Bonus: A druid’s base save bonus does not increase after 20th level. However, the druid does receive a cumulative +1 epic bonus on all saving throws at every even-numbered level beyond 20th. Any time a feat, prestige class or other rule refers to ‘base save bonus’ use the sum of the base save bonus and the epic save bonus.
Bonus Feat: The druid gains a bonus feat selected from the following list: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Colossal Wild Shape, Diminutive Wild Shape, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Fine Wild Shape, Gargantuan Wild Shape, Ignore Material Components, Improved Combat Casting, Improved Elemental Wild Shape, Improved Metamagic, Intensify Spell, Magical Beast Companion, Magical Best Wild Shape, Multispell, Perfect Health, Permanent Emanation, Plant Wild Shape, Spell Stowaway, Spontaneous Spell, Tenancious Magic, Vermin Wild Shape.
A druid who ceases to revere nature, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including his animal companion, but not including weapon, armor and shield proficiencies). He cannot thereafter gain levels as a druid until he atones (see the atonement spell description).
The Druid’s Animal Companion
A druid’s animal companion is different from a normal animal of its kind in many ways. A druid’s animal companion is superior to a normal animal of its kind and has special powers.
Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.
Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A druid can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, he may have any spell (but not any spell-like ability) he casts upon herself also affect his animal companion. The animal companion must be within 5 feet of his at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on his animal companion (as a touch range spell) instead of on himself. A druid and his animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Alternative Animal Companions
A druid of sufficiently high level can select his animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.
4th Level or Higher
Snake, large viper
7th Level or higher
Snake, huge viper
10th Level or higher
Snake, giant constrictor
13th Level or Higher
16th Level or Higher