20 May 2014

Halfling Druid


Halfling Druid
Ability Score Requirement: Dexterity 9, Wisdom 12
Hit Die: d6 per level until 13th level.
Saving Throws: As a Cleric
Armor: Any as long as it made of animal or plant material.
Weapons: sickles, daggers, curved or sickle like swords, spears, slings, and oil.
Special Abilities: Spellcasting and other noted below.

Halflings are all surprisingly accurate with missile weapons of all types gaining a +1 bonus to attack rolls with them. Because of their small size and love of the wilds Halflings are difficult to spot having the ability to seemingly disappear into woods and underbrush with a proficiency throw of 3+ on 1d20. In dungeons, an explorer who is motionless and quiet in cover can escape detection with a proficiency throw of 14+ on 1d20. They also possess animal reflexes gaining a +1 bonus to initiative and surprise rolls.
In addition to these abilities, halflings are surprisingly hardy and lucky people. The target values for all their saving throws for all of their saving throws are reduced by 3. These adjustments are already factored into the saving throws on the Halfling Druid Attack and Saving Throws table below. Additionally, halfling druids get a bonus of +2 to saving throws against fire or lightning. Halfling druid characters can speak Common as well as Druidic, a secret language forbidden to be taught to outsiders.
Halfling druids worship the spiritual power of nature, maintain and protect holy places, perform festivals and ritual observances, and protect balance and harmony between civilization and nature. Their magic is rooted in the mystical oneness of nature, and they have particular power over fire, stone, and weather, as well as over plant- and animal life.
Starting at 1st level (Aspirant), druids may manifest their deity’s power in the form of divine spells, which are granted through prayer and worship. The power and number of divine spells available to the character are determined by level according to the Druid Spell Progression table.
A 3rd level druid (Initiate of the 1st Circle) can identify plant and animal types, and can determine when water is pure and safe to drink. They can also move through any natural undergrowth leaving no trace of their passage, and may do so with no reduction in their normal movement speed.
Initiates of the 5th and higher circles (7th or higher) may change their forms up to three times per day. The form assumed must be a natural animal, no smaller than a mouse, and no larger than double the druid’s normal weight; in the process of shapeshifting, the druid recovers 1d6 x 10 percent of any hit points he or she might have sustained as damage. They also become immune to charms and other such mental enchantments cast by faerie creatures such as dryads, pixies, and brownies.
Upon attaining 9th level (Archdruid), a druid may establish or sanctify a sacred grove, bog, or other similar natural feature. So long as the druid is currently in favor with their god, they may buy or build this sacred grove at half the normal price due to divine intervention. Once a sacred grove is established, the druid’s reputation will spread and they will attract 5d6x10 0th level soldiers armed with various weapons, plus another 1d6 druids of 1st-3rd level to serve the order. They are completely loyal (morale +4). While in the druid’s service, their followers must be provided food and lodging, but need not be paid wages. The GM determines which proportions of followers are archers, infantry, etc.
There can only be a certain number of high-level druids in the world, and each druid owes deference to a specific druid above them. There are 81 Druids (9th), 27 Archdruids (10th level), 9 Great Druids (11th level), 3 Grand Druids (12th level), and only 1 Supreme Druid (13th level).  Each will be accompanied by at least 3 druids 3 to 5 level lower than them, except the Supreme Druid who will be accompanied by no less than 3 Initiates of the 6th Circle.
If a druid receives so many experience points that they are eligible to increase to these levels, but there are no vacancies in the hierarchy, then they must create a vacancy. This is done by issuing a formal challenge to the druid in question, following which the two characters must compete in a contest of some kind—often, but not necessarily, a duel. The loser of the contest goes down to the next lowest level (losing all experience down to the very minimum to qualify for the new level). This may, in turn, result in a further contest if the preceding level is also fully occupied.
Halfling Druid Level Progression
Level
Experience
Attack Bonus
Title
Hit Dice
1
0
+1
Aspirant
1d6
2
2,125
+1
Ovate
2d6
3
4,250
+1
Initiate of the 1st Circle
3d6
4
8,500
+1
Initiate of the 2nd Circle
4d6
5
17,000
+3
Initiate of the 3rd Circle
5d6
6
34,000
+3
Initiate of the 4th Circle
6d6
7
70,000
+3
Initiate of the 5th Circle
7d6
8
140,000
+3
Initiate of the 6th Circle
8d6
9
290,000
+5
Druid
9d6
10
440,000
+5
Archdruid
9d6+1
11
590,000
+5
Great Druid
9d6+2
12
740,000
+5
Grand Druid
9d6+3
13
890,000
+7
Supreme Druid
9d6+4
 
Halfling Druid Spell Progression
Level
1
2
3
4
5
6
1
-
-
-
-
-
-
2
1
-
-
-
-
-
3
2
-
-
-
-
-
4
2
1
-
-
-
-
5
2
2
-
-
-
-
6
2
2
1
-
-
-
7
3
2
2
-
-
-
8
3
3
2
1
-
-
9
3
3
3
2
-
-
10
4
4
3
2
1
-
11
4
4
3
3
2
-
12
4
4
4
3
2
1
13
5
5
4
3
2
2
14
5
5
5
3
3
2