Priest

Druid - by T.A. Saunders ©2013 v2.0

Summary Keepers of the wilds of Imarel, druids observe natural law as the highest. While the vast majority of Druids follow Zorah, some follow The Spirit of Tranquility, or the Twin Goddesses. There are even a small sects of druids that worship Abador, Lord of Plagues. Whomever they pay homage to, Druids tend to avoid cities for obvious reasons, but will be more comfortable venturing into smaller towns and villages where they often help farmers during harvest or planting season, then move on. Depending on the deity follows, a druid may focus on rejuvenation elemental and abjuration spells or possibly disease and rotting spells for those who follow the Lord of Plagues. Druids may only wear armor they can craft from trees or animals and will use most weapons, save those that rely heavily on technology (firearms, complex clockwork/steam weapons, etc.). Druids are powerful healers over a small area but their true strength rests in regenerating limbs and recovering victims from crippling effects like bleeding, burns and similar wounds with rapid results.

Class Skills Natural Selection

The druidic form of turning undead and extra-planar creatures (meaning druids can affect both celestial and infernal beings as well as creatures from other dimensions), this talent has a different effect depending on what it's used on. On undead, the druid has a 65% chance to drive any unintelligent undead within 60′ of the druid in question into the ground where such creatures will be crushed and destroyed. The effect on intelligent undead is lessened to 55%. When used on extra-planar creatures of any sort, there is a 50% chance to force said beings back to their plane of origin for 1d20 days. This ability can be used once per encounter. (65% to drive lesser undead into the ground, 55% for intelligent undead and 50% to banish extra-planar creatures for 1d20 days).

Cry of the Hunt 

Three times per day, the druid can summon 1d10 wild animals of a specified type to the aid of the druid. It should be noted that in order for the summoning to work, the druid must spend one full round concentrating on the summoning and must summon an animal type appropriate for the area (i.e. summoning sharks to a land-locked area will waste the talent and accomplish nothing). These animals are completely obedient to the druid and cannot be feared or counter-controlled in any way. These animals will remain for one hour before dispersing on their own. (Summon 1d10 wild animals of a specific type for one hour, 3 times per day.)

Fury of the Storm 

Once per day the druid can call down the Fury of the Storm. This isn't weather control in the manner a group of Seers are capable of, but rather a summoning of a tremendous thunderstorm that lasts 1d4 rounds. This storm will pelt all forces hostile to the druid with hailstones, buffet them with wind and driving rain and strike them with lightning bolts. The total effects of these environmental changes are 50% slowed movement, blurred sight and 50% chance to get struck by arcing bolts of lightning. This chance increases to 95% for those wearing metal armor. A lightning strike will stun its target for 1d4 rounds and has a 5% chance to cause Catastrophic damage to those thus stricken. The druid can do no other activity while calling this storm and if he or she is sufficiently damaged, this talent may end early. (Summon a storm for 1d4 rounds with 100% blurred vision, slowing of movement by 50% and a 50% chance to get struck by lightning, 95% if wearing metal armor.)