Black Bear Medium 3/1 Claw/Claw/Bite Claw 1d3;
Bite 1d6 13 Ground 30 ft. Str 18, Dex 13,
Con 17, Cha 6 Low-light vision 60 ft., scent 40 ft.
Cat, House Tiny 2/1 Claw/Bite Claw 1hp;
Bite 1 hp 14 Ground 30 ft. Str 3, Dex 15,
Con 10, Cha 7 Low-light vision 60 ft., scent 20 ft.
Crocodile Medium 2/1 Bite/Tail Bite 1d8;
Tail 1d10 15 Ground 15 ft.
Swim 30 ft. Str 16, Dex 12,
Con 16, Cha 7 Low-light vision 60 ft.
Dog Small 1/1 Bite Bite 1d4 13 Ground 40 ft. Str 10, Dex 16,
Con 13, Cha 6 Low-light vision 60 ft., scent 40 ft.
Dolphin Medium 1/1 Bite Bite 2d4 13 Swim 80 ft. Str 12, Dex 16,
Con 13, Cha 8 Sense tremors 120 ft., scent 120 ft.
Eagle Small 3/1 Claw/Claw/Bite Claw 1d3;
Bite 1d4 14 Ground 5 ft.
Fly 80 ft. Str 10, Dex 15,
Con 12, Cha 6 Low-light vision 120 ft.
Owl/Raven Tiny 3/1 Claw/Claw/Bite Claw 1 hp
Bite 1d2 13 Ground 5 ft.
Fly 80 ft. Str 6, Dex 15,
Con 10, Cha 6 Low-light vision 120 ft.
Leopard Medium 3/1 Claw/Claw/Bite Claw 1d3;
Bite 1d6 15 Ground 40 ft. Str 16, Dex 17,
Con 14, Cha 6 Low-light vision 60 ft., scent 40 ft.
Lion Medium 3/1 Claw/Claw/Bite Claw 1d4;
Bite 1d10 16 Ground 30 ft. Str 18, Dex 17,
Con 15, Cha 6 Low-light vision 60 ft., scent 40 ft.
Rabbit Tiny 1/1 Bite Bite 1 hp 14 Ground 40 ft. Str 3, Dex 15,
Con 10, Cha 5 Low-light vision 40 ft., scent 20 ft.
Scorpion,
Large Small 3/1 Claw/Claw/
Pincer Claw 1 hp
Pincer 1d4 14 Ground 20 ft. Str 6, Dex 10,
Con 12, Cha 2 Darkvision 60 ft, Sense tremors 60 ft.
Shark Medium 1/1 Bite Bite 2d6 14 Swim 60 ft. Str 14, Dex 15,
Con 15, Cha 2 Sense tremors 240 ft., scent 240 ft.
Snake,
Constrictor Medium 2/1 Squeeze/Bite Squeeze 2d4
Bite 1d2 14 Ground 25 ft. Str 15, Dex 16,
Con 13, Cha 2 Scent 40 ft.
Wolf Medium 1/1 Bite Bite 1d4+1 13 Ground 40 ft. Str 13, Dex 15,
Con 14, Cha 5 Low-light vision 60 ft., scent 40 ft.
44
Classes: Druid
Druid: At 12th level, the druid’s hierarchy bestows upon her the offi-cial title of Druid. (Until this time, those in the organization called her
“initiate”.) She immediately receives access to three initiates (druids of levels 1 through 9, based on availability) that will follow her faith-fully.
It is important to note that a druidic organization often limits the number of named Druids in any given geographical region to nine.
Therefore, an initiate who has attained 12th level is not guaranteed this title, or the benefits associated with the title, until a time that is appropriate for the GM’s campaign.
Archdruid: At 13th level, the druid qualifies for the title of Archdruid.
At any one time, a geographical region is restricted to maintain no more than three Archdruids. An office must become available for the PC to be appointed. In the past, some Archdruids have been slain by upstarts, some voluntarily step down and others are asked to resign by the region’s Great Druid. The appointment of a new Archdruid is a major event in the campaign. Archdruids receive three initiates of 10th level that serve them faithfully.
Among other concerns, Archdruids manage the named Druids in their region and assist the Great Druid with all “administrative” affairs, such as the destruction of a corrupt artifact spoiling the local waters. Three chosen Archdruids serve the world’s Grand Druid, instead of tending to local concerns. They do not live with the Grand Druid. Instead they roam the world handling the Grand Druid’s business.
Great Druid: At 14th level, the druid qualifies to receive the honor of serving as her region’s Great Druid. There is but one Great Druid in each region and the office must be vacant before any Archdruids may petition (and often compete fiercely) for the appointment. The Great Druid is appointed by the Grand Druid, who highly considers the rec-ommendations of the region’s Archdruids and the neighboring Great Druids. The appointment of a Great Druid is a monumental occasion for the entire druidic world.
Three 11th-level initiates serve the Great Druid at all times. Great Druids qualify to serve as Successor Grand Druid.
Hierophant Druid: At 15th level, the druid automatically becomes a Hierophant Druid regardless of whether she received title to any previ-ous offices. The Hierophant Druid no longer gains additional spells per day as she progresses in experience. She receives certain special abilities and the chance to be appointed the world’s Grand Druid. (Note that
some Hierophant Druids are actually former Grand Druids who have voluntarily stepped down to appoint a worthier successor.) 15th level Hierophant Druids qualify to serve as Successor Grand Druid, unless she has previously served as the Grand Druid. As she progresses, the Hierophant Druid receives the following powers:
16th Level: Her body begins to draw from the collective circle of life to prolong aging and increase her natural defenses. She becomes immune to all nonmagical poisons and no longer suffers age-related reductions in Strength, Dexterity or Constitution.
17th Level: Her body begins to age much slower. For every year that passes, the Hierophant Druid of 17th level or higher ages one month. She also gains the ability to hibernate for a preset period of time, wherein her body expends little energy. She appears dead to the casual observer, though magical means of seeing the true nature of things will reveal the true nature of her condition. During hiber-nation, the Hierophant Druid awakens to changes in her immediate environment or the presence of humanoids.
18th Level: She becomes immune to nonmagical fire and extreme heat.
19th Level: She can now breathe underwater indefinitely.
20th Level: She can travel to and survive indefinitely in the Elemen-tal Planes of Fire, Water or Air.
Grand Druid: Hierophant Druids and Great Druids both qualify for the office of Grand Druid, a solitary position overlooking the entire druidic world. The seat of Grand Druid is not won by conquest or chance. The current Grand Druid always appoints his or her successor for immediate or future duty. The appointment of Successor Grand Druid must be accepted.
Nine attendants serve the Grand Druid at all times and such service is exclusive. Out of the nine attendants, three are chosen Archdruids that see to the affairs of the world at the request of the Grand Druid.
The remaining six attendants can be of any level between 1st and 11th, provided each is chosen by the Grand Druid.
The Grand Druid continues to progress in experience points normally, and receives the same level-based powers as that of the Hierophant Druids. Similarly, no additional spells are gained beyond 15th level.
45
Classes: Druid
Fighter
Fighters are melee specialists. They do not trust their lives to magic or divine aid. They rely on their bat-tle-worn weapons instead. Scarred, sore and soaked with sweat, these front-liners fear nothing but a drab death.
Fighters have the fullest array of weapon and armor choices, great hit dice and the fastest attack progression in the game. Although they have no magical aptitude and a limited range of usable magical items, experi-enced fighters are no less dangerous than any powerful adventuring class. The fighter and his weapon remain a constant threat.
Fighters seek perfection with a chosen set of weapons.
They train tirelessly on their craft.
Attribute Requirements
Fighters concern themselves with melee combat and so Strength is their primary attribute. Fighters with a Strength score less than 10 are considered weaker than average and find the life of a fighter very difficult. Such fighters suffer a 10% penalty on all XP awards.
Race and Alignment
No restrictions here. All races and alignments are allowed.
Prime Example
Humans with a Strength score of 16 or higher are prime examples of the fighter class. Such fighters re-ceive a 10% bonus on all XP awards.
Weapons & Armor
Fighters may become proficient in any weapon or weapon group and may wear any armor. Fighters spe-cifically train with multiple weapons before choosing a few favorites. As a result, they only suffer a -2 penalty when wielding a non-proficient weapon.
Nonweapon Proficiencies
Fighters have access to the General and Nature lists.
Magical Item Use
Fighters can drink potions, receive defensive or heal-ing scrolls, wear rheal-ings (unless specifically forbidden), and use all magically enhanced weapons, armors, and shields.