Outlaw

In a region where evil forces have triumphed and hold a position of authority, good people who resist have turned outlaw. From their exile in the wilderness, these folk conduct guerrilla warfare against the cruel victors in the fashion of Robin Hood and his Merry Men. Since the balance has swung so far to the side of evil, the druid may freely act as a military commander in the struggle to overthrow the oppressors. In some situations, the druidic order itself may be outlawed; then the Outlaw druid faces threats like widespread persecution of druid followers and burning of sacred groves.

Role: Because an outlaw band often fights in the wilderness (ambushing enemies along forest roads or defending against patrols), the druid's powers and skills naturally come to the forefront. One such Outlaw druid is Mackay. (See illustration on this page.) Outside combat, he proves excellent at gathering information and using his priestly curative powers. Depending on the nature and alignment of those in the group, you can role-play the Outlaw druid as just another party member or as the band's spiritual (or actual) leader.

Weapon Proficiencies: Recommended-- scimitar, sling, staff.

Secondary Skills: Farmer, forester, hunter, weaponsmith.

Nonweapon Proficiencies: Bonus--set snares. Recommended--(general) animal training, brewing, rope use, singing, weather sense; (priest) healing, herbalism, local history, religion; (rogue, double slot) disguise; (warrior) animal lore, tracking.

Equipment: The druid should spend his initial allotment of gold pieces entirely on equipment, as he loses any unspent starting money in excess of 1 gp.

Special Benefits: None.

Special Hindrances: Local authorities are always hunting for Outlaws like Mackay. Capture means imprisonment--or worse.

Wealth Options: 3d6x10 gp.

Table of Contents