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  ·  .  .  ·  ·  . |          Help on:  Druid          | .  ·  ·  .  .  ·
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Prime Requisites: Intelligence, Constitution
Compatible 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 devotion 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.

See HELP DRUIDS for some roleplaying notes.

Abilities: Conjure, Track, Barkskin, Commune
Initial spells: vigor

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