Book of Knowledge

« Back to the Book of Knowledge


Druid

Prime Requisites:

Con, Int

Compatable Races:

Barbarian, Cambion, Dark-Elf, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Kataran, Kobold, Minotaur, Ogre, Orc, Seraph, Tiefling, Troll

The druid is the master of elements and the forces of mother nature. Such is the affinity he has for the powers of the universe, that he can conjure elemental creatures of earth, air, fire, and water to assist him. The forest is the kingdom of the Druid, where he can be the most together with nature. The order of druids in Derlith is a complex hierarchy. The most experienced druids can call very powerful elemental creatures to fight for them, yet only those druids with the most stamina can hope to hold them to this world for long. Like a ranger, a druid may also find tracks in a room in order to determine routes of travel most often used. However, unlike a ranger, a druid is able to commune with nature to learn the whereabouts of nearby creatures.

Abilities: Conjure, Track, Barkskin, Commune

See HELP DRUIDS for some roleplaying notes.