An ancient and mysterious organization once found across
much of Europa, the Druids are now only known in
Britannia and the northwestern corner of
Their namesakes and clerics of the Celtic pantheon generally aspire to join the
order, as do many pagan adepts, sorcerers and wizards. Many bards, with their
traditional roles as repositories of legend and lore, their charismatic nature,
and their own magical tradition (itself largely Celtic in origin, though now
found amongst bards everywhere), have put on the Druids’ white robes.
The title “Druid” is traditionally given to men. A woman instead becomes a
“Priestess of Avalon”-sometimes also known as Ladies or at high levels “Queens”
of Avalon-they have the same class features as the Druid, and can (and have)
become just as powerful. As a practitioner of a human pagan religion, Druids
are normally human, though those with Eldar blood are
welcome as well. Dreadbloods, associated with goblinoids and Saxon and Viking invaders (many of whom
claimed to have giant or troll blood) are not.
Requirements
To qualify to become a True Druid, a character must fulfill all the following
criteria:
Regions: Britannia, Breton, Armorica
Alignment: Chaotic Neutral, Lawful Neutral, Neutral Evil, Neutral Good
Race: Half-Elf or Human
Casting level: Ability to cast 3rd level divine or arcane spells.
Feats: Brew Potion, Spell Focus (Divination, Enchantment or
Transmutation)
Skills: Knowledge (religion) 12 ranks, Knowledge (any) 12 ranks, Perform
(oratory or stringed instruments) 6 ranks, Speak Language (Gaelic)
Other: Pagan
Hit Die: d6
Class Skills: The True Druid's class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int),
Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),
Intimidate (Cha), Knowledge (any, taken separately)(Int),
Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak
Language, Spellcraft (Int),
Spot (Wis), Survival (Wis)
and Swim (Str).
Skill Points at Each Additional Level: 6+Int Modifier
Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Special |
Spells per Day |
1st |
+0 |
+2 |
+0 |
+2 |
Animal companion/familiar,
Cauldron, Initiate, Torc and Sickle, Wildshape |
|
2nd |
+1 |
+3 |
+0 |
+3 |
|
+1 spellcaster
level |
3rd |
+1 |
+3 |
+1 |
+3 |
Enchant Torc |
+1 spellcaster
level |
4th |
+2 |
+4 |
+1 |
+4 |
|
+1 spellcaster
level |
5th |
+2 |
+4 |
+1 |
+4 |
Enchant Cauldron |
+1 spellcaster
level |
6th |
+3 |
+5 |
+2 |
+5 |
|
+1 spellcaster
level |
7th |
+3 |
+5 |
+2 |
+5 |
Enchant Torc |
+1 spellcaster
level |
8th |
+4 |
+6 |
+2 |
+6 |
|
+1 spellcaster
level |
9th |
+4 |
+6 |
+3 |
+6 |
Enchant Cauldron |
+1 spellcaster
level |
10th |
+5 |
+7 |
+3 |
+7 |
Timeless body |
+1 spellcaster
level |
Weapons and Armor Proficiency: The True Druid gains no armor proficiencies. They gain proficiency in the sickle and are considered proficient in their natural weapons when Wild Shaped (see below).
Initiate: The character gains the perspective and status that comes from being initiated as a True Druid. He gains a +2 to all Knowledge and Sense Motive checks, and a +2 prestige bonus to his leadership score if he has the Leadership feat.
Bards: Characters with
levels in bard add their True Druid level as well as their bard level to their
bonus when making Bardic Knowledge checks.
Clerics (Studious): Characters with levels in cleric (studious) add
their True Druid level as well as their cleric level to their bonus when making
Lore checks.
Druids and Rangers: Characters with levels in druid or ranger add their
True Druid level to their ranger or druid level when making Wild Empathy
checks.
Animal Companion/Familiar: If the character did not already have an animal companion or familiar, they gain an animal companion like a first level druid, see the druid description. If he has an animal companion, True Druid levels are added to their “effective” druid level when determining the companion’s properties. If the character has a familiar, then he adds his True Druid level to his Wizard, Sorcerer or Adept level when determining the familiar’s properties.
Torc and Sickle: After their
initiation into the order, the True Druid receives a masterwork, silvered
sickle and a magic silver torc. The sickle is used to
harvest mistletoe, and ensures that the druid does not run out of this vital
component- if the character somehow looses their mistletoe, their caster level
is reduced by one half their class level, rounded up. The sickle may also be
used as a weapon.
The torc is a wondrous item that must be worn for the
characters Wild Shape and spell casting abilities to work. Without it the
character reverts to the spell casting or Wild Shape (if any) they have without
their True Druid levels.. The torc
also provides a +2 armor bonus to AC, this bonus does
not stack with armor, but is retained when Wild Shape is used. The torc provides its benefits only to the True Druid for whom
it was made and to no one else. A True Druid with the Craft Wondrous item feat
can make magical torcs that can be used by others.
Cauldron: The True Druid also receives a specially forged iron cauldron. Potions brewed in this wondrous item have their XP costs reduced by 30%. The cost in materials remains the same. When filled with blood or wine, the True Druids caster level for divination spells with a visual component, including scry, is increased by two and the spell save DC by one. The character must be able to see inside the cauldron when using this power. Finally, once per week as a spell like ability at their current caster level, the True Druid can use their cauldron to create food and water. If food, it is the highest quality roast beef, lamb or pork, alternately (and instead of water) the druid can produce quality wine. Either will go bad in 24 hours if not consumed. This cauldron provides its benefits for the True Druid for whom it was made and no one else. A True Druid with the Craft Wondrous item feat can make magical cauldrons that can be used by others.
Wildshape: The character can Wildshape like a druid of the same level, see the druid description. Druids add their True Druid levels to their druid levels when determining their Wildshape abilities. Using this ability requires the druid to be wearing their torc, which remains visible after changing form unless the True Druid wills otherwise.
Spells per Day: Starting at 2nd level, when a new True Druid level is gained, the character gains new spells per day, and increases their caster level, as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. If a character had more than one spellcasting class before he must decide to which class he adds the new level for purposes of determining spells per day. Using this ability requires the True Druid to be wearing their torc.
Enchant Torc: At 3rd level the True Druid undergoes a special ceremony in which his torc is remade, becoming an alloy of silver and gold. The torc now provides a +5 armor bonus to AC and a +1 divine bonus to melee attacks and saving throws for both the True Druid and their animal companion or familiar as long as the latter is within 100 feet. At 7th level the armor bonus is increased to +8 and the bonus to melee attacks and saves to +2. At this time precious stones will have also been embedded in the torc.
Enchant Cauldron: Starting at 5th level the True Druid can make potions in their cauldron at no cost in XP, as long as the caster level of the potion does not exceed their True Druid level. They may do this once per week. Starting at 9th level, the True Druid receives a +4 to caster level and +2 to save DC when using the cauldron for divination as described above.
Timeless Body (Ex): Upon attaining 10th level, the True Druid no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the True Druid will still die from old age when their time has come.