Masters of the Wild - 3.5e

Page 10

Elves : Elves are the archetypal druids, with good reason . From birth, children of this race learn to love the woodlands and the natural world in general . Elven druids have several racial advantages, not the least of which is their improved vision-low-light vision and bonuses to Spot and Search checks . Sadly, they must set aside their racial training in the longsword, rapier, and bow ; a druid who uses any of those weapons loses all her druid powers for 24 hours . The physical frailty of an elf (-2 penalty to Constitution) is a slight disadvantage, but one that most elven druids are willing to accept . Best of all, an elven druid can return to the woodland home of her youth and find acceptance and even honor among her kind . Not many cultures are so accepting of the druid, and in few other settlements can she feel truly comfortable . Gnomes : Though many do not realize it, the gnomes' bond with the natural world is nearly as strong as the elves'. Gnomes live simply, in wooded hills and warm burrows. Unlike members of other races, they can converse with burrowing creatures through an innate Speak with animals ability. Whether it is a blessing of the deities or a trick the gnomes learned over time, this ability bonds them with animals in a way that few others understand . Add in the gnome's low-light vision and natural hardiness, and the gnome druid has many of the dwarf's physical advantages as well as the social acceptance that the elf enjoys . Though her small size makes the gnome druid physically weaker than a human, wild Shape allows her to take the form of an animal with great strength, such as a hear or leopard. Humble, playful people that they are, gnomes make talented and steadfast druids .

Half-Elves : Lost and looking for her place in the world, many a half-elf finds solace in serving nature . Perhaps it's a way of accepting her elven half or appeasing elven kin-or perhaps the half-elf whom society has cast aside finds a certain appeal in the sometimes lonely path of the druid . Whatever her reasons for taking up the class, the half-elven druid benefits from her elven heritage through her improved vision. Half-elves may also have an easier time getting along in a human-dominated world than elves do . Half-Ores : It's unfortunate that so few half-ores take up the druidic path . Like their orc parents, many halforcs live in wild frontiers, often far away from settled and well-defended towns . Those same frontiers are often home to druids . Half-orc characters have two significant advantages: darkvision and a +2 racial bonus to Strength . Moreover, although some may mock the half-orc for her lack of intelligence and her crudeness, a druid can live without great intelligence and charisma . Like the halfelf, the half orc must live with a degree of social stigma, so she may find a solitary existence in the woods preferable to dealing with those who can't accept her for what she is . Nature, after all, embraces all living beings and brings peace to the tormented soul. Halflings : Halflings make good druids . Their natural athleticism and sensitive ears are ideal for outdoor survival, and their general good luck and bravery serve them well too. The primary reason that so few halflings take up the sickle and mistletoe is the strength of the halfling community. Their predilection for comfortable beds, fine food, and ample drink tends to discourage them from choosing more challenging lives in service to nature . The few who do take up the druid's path find that their size is no impediment to excellence . Monsters : Among the monstrous races, two stand out as likely druids : centaurs and lizardfolk. Both races generally have tribal societies, and both live in harmony with their environments . It is not uncommon in either culture to find druids in positions of leadership . A centaur makes an excellent druid because of her +3 racial bonus to Wisdom, her natural familiarity with the outdoors, and her skill with horticulture . Her level equivalent is her class levels +7, so a 1st-level centaur druid would be appropriate for a 6th-level parry. Lizardfolk druids are easier to integrate with the average game than are their centaur counterparts-if nothing else, it's easier to take a lizardfolk than a centaur into a dungeon . Since the lizardfolk's level equivalent is her class levels +4, a 1st-level lizardfolk druid can join a campaign when the average character level is only 3rd . Unlike centaurs, lizardfolk druids have no racial adjustment to their Wisdom scores, but they do have respectable natural attacks at their disposal. As aquatic creatures, they're the only druidically inclined race that can also breathe water . An enterprising player might also consider the dryad (class levels +4) and the nymph (class levels +12) as choices for a druid character . Both have strong ties to nature, and abilities that benefit from the addition of the druid class .


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New Sorcerer/Wizard Spells . . . . . . . . . . . . . . . . . . . . 81 Table 5-20 : The Windrider

4min
page 77

Training Mounts

8min
pages 79-80

Table 5-21 : The Windrider's Mount

4min
page 78

New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Table 5-19 : The Watch Detective

10min
pages 75-76

New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Table 5-18 : The Verdant Lord

6min
pages 73-74

New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Table 5-17 : The Tempest

5min
page 72

Chapter G: Spells . . . . . . . . . . . . . . . . . 80 Table 5-16 : The Tamer of Beasts

7min
pages 70-71

Watch Detective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Table 5-10 : The Frenzied Berserker

5min
page 60

What's a Mount? . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Table 5-13 : The King/Queen of the Wild

3min
page 66

The Order of the Verdant Grove . . . . . . . . . . . . . 74 Table 5-9 : The Forsaker

7min
pages 58-59

Table 5-15 : The Shifter

5min
page 69

Verdant Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73 Table 5-7 : The Eye of Gruumsh

3min
page 55

Organization : The Bloodhounds

3min
page 51

Eye of Gruumsh

4min
page 54

Totems

2min
page 45

Bane of Infidels

5min
page 46

Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Table 5-4 : The Bloodhound

5min
page 50

Terrain-Dependent Features . . . . . . . . . . . . . . . . . . 66 Table 5-2 : The Bane of Infidels

4min
page 47

Bloodhound

3min
page 49

Hide

5min
page 19

Legendary Animals

2min
page 40

Geomancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Table 3-2 : New Magic Items

11min
pages 28-30

Choosing a Favored Enemy

9min
pages 16-17

The Ranger in Perspective

4min
page 12

Sidebar : Level Equivalent

5min
page 6

The Druid and Other Classes

9min
pages 10-11

Race and the Ranger

5min
page 13

The Ranger and Other Classes

4min
page 14

Choosing When to Rage

5min
page 7

Variant: Urban Rangers

5min
page 15

Race and the Barbarian

3min
page 5
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