Mountain Druid

The mountain druid dwells in areas of rugged hills, alpine forests, and peaks and rocks above the tree line. Members of this branch, such as Dansil (illustrated on p. 19), wield over their environments a power gained from the element of earth and especially from stone. They also draw power from the weather, especially storms and clouds. Dansil and his fellows protect mountains and alpine flora and fauna from those who would exploit them. This role frequently brings them into conflict with miners, especially dwarves. Mountain druids often ally themselves with storm and stone giants, which further angers dwarves.

Minimum Ability Scores: Strength 9, Wisdom 12, Charisma 15.

Races Allowed: Human, half-elf.

Armor and Weapons Permitted: Leather armor, wooden shield; club, sickle, dart, spear, dagger, scimitar, sling, staff.

Weapon Proficiencies: Recommended--club, sling, spear.

Nonweapon Proficiencies: Required-- (warrior) mountaineering, survival (mountain). Recommended--(general) animal training; (priest) healing, herbalism; (warrior) animal lore.

Spheres of Influence: All, Animal, Divination*, Elemental (earth, air), Elemental* (fire, water) Healing, Plant, Weather.

Granted Powers: The mountain druid has the following granted powers:

· Receives a +4 bonus to all saving throws vs. electrical attacks and to mountaineering proficiency checks.

· Gains a modifier of +3 to experience level when determining the effects of a spell from the Elemental (earth or air) or Weather spheres cast while in the mountains.

· For instance, say Dansil, a 5th-level mountain druid, cast the Weather spell obscurement while in his mountain environs. That spell, which has effects normally lasting 20 rounds (four rounds per level), has an adjusted duration of 32 rounds, as though Dansil were 8th level. Modify its normal area of effect of 50 feet - 50 feet (10 feet - 10 feet per level) to 80 feet - 80 feet.

· Senses avalanches, volcanic eruptions, and rockfalls one turn before they happen when the player rolls 1 to 5 on 1d6. This ability also enables the druid to detect deadfall traps and falling blocks on a roll of 1 to 3 on 1d6.

· Learns the languages of mountain-dwelling sentient creatures (such as dwarves, red dragons, stone or storm giants, etc.), gaining one extra proficiency slot for this purpose every three levels (at 3rd, 6th, etc.).

· Identifies plants, animals, and pure water with perfect accuracy at 3rd level.

· Shapechanges into a normal, real-world reptile, bird, or mammal up to three times per day at 7th level, exactly as
described in the PH. Each animal form (reptile, bird, or mammal, excluding giant forms) can be used only once per day.

Special Limitation: None.

Holy Symbol and Grove: The mountain druid uses an eagle feather as a holy symbol. The grove of a druid (such as Dansil) usually lies in the higher elevations, often a glade near a beautiful waterfall on a slope or an ancient circle of standing stones on a peak.

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