Description: As protectors of nature, druids are aloof from the complications of the temporal world. Their greatest concern is for the continuation of the orderly and proper cycles of nature - birth, growth, death and rebirth. Druids tend to view all things as cyclic and thus the battles of good and evil are only the rising and falling tides of time. Only when the cycle and balance becomes disrupted does the druid become concerned. Druids are charged with the protection of the wilderness — particularly trees, wild plants, wild animals, and crops. By association, they are also responsible for their followers and their animals. Druids recognize that all creatures (including humans) need food, shelter and protection from harm. Hunting, farming, and cutting lumber for homes are logical and necessary parts of the natural cycle. However, druids do not tolerate unnecessary destruction or exploitation of nature for profit. Druids often prefer subtle and devious methods of revenge against those who defile nature. It is well known that druids are both very unforgiving and very patient.
Leader bonus: 5 Wis
Champion bonus: 5 Wis. Ability to use empower staff anywhere.
Guild choices for: Druid
Primary Guilds: Abjurer, Alchemist, Bard, Biomancer, Cultist, Hand, Jomsviking, Mage, Monk, Psionicist, Ranger
Secondary Guilds: Bandit, Barbarian, Center chi master, Dakini, Enochian, Herbalist, Kuznya, Mwanga, Raindancer, Shaman, Slinger, Tani-rahl, Telemancer, Tohunga, Vodounist, Witch, Yamabushi
Nature skill: small (3/7)
Ranged combat skill: tiny (1/7)
Abjuration spiritual spell: tiny (1/7)
Fire spiritual spell: tiny (1/7)
Nature spiritual spell: small (3/7)
Earth spiritual spell: tiny (1/7)
Water spiritual spell: tiny (1/7)
Physical spiritual spell: tiny (1/7)
Good: Anakim, Arakun, Bloodworm, Dhampir, Gorgon, Homarid, Human, Illex, Irrdu, Mummy, Selkie, Shadow, Treant, Tywimn, Unicorn and Yaag-nesh.
Average: Catfolk, Devil, Dragonian, Dwarf, Flynd, Kizanki, Kuroa, Minotaur, Muridan, Papua, Pudding, Titan, Uruk, Vipyr and Werewolf.