Rules Theme

Elven Druids

(wizard subclass)

Alignment: must be partly neutral
Requirements: WIS 12, INT 12
Hit dice: d4
Thaco: as wizard
Armor allowed: none
Weapons allowed: as wizard, plus sickle
Spells: as wizard (see below)
Weapon proficiencies: as wizard
Proficiencies: required: herbalism; recommended: healing, asrology, spellcraft

Explanation: Elven druids are the judges and lorekeepers of the elves. They preserve ancient knowledge and tradition of the elves, as well as  legends and lore and historical facts. They are the final arbiters of any greater disputes between individual elves as well as between rival houses.
Elven druids are a special class of wizards who draw their energy from nature, much as a druid does. All of them are connected to one
of the elements. In game terms they are considered elementalists, with a few special rules. Most of them are air or earth elementalists, a few are water elemantalists. There has not been any known case of a fire elementalist in the last few thousand years.

- may memorize one bonus spell per spell level, provided it is a spell of their element
- get +25% chance chance to learn a spell of their element
- get -15% chance to learn any non-elemental spell
- can't learn a spell of the opposite element, even if it is listed in another school
- save at +1 vs. spells of their element, this bonus increases to +2 at 9th level. Enemy saves are not affected.
- minor access to priest spells of the sphere corresponding to their element (this means that an air elementalist could cast priest
spell of the sphere of elemental air). Wizard spell slots are used to memorize these spells. These spells are treated as wizard versions that are identical to the priest spell in all regards (casting time, components, duration...) Normal rules for memorizing apply.
- identify plants/detect clear water as a druid of the same level
- automatically know traditions of their homeland
- if there is a reasonable chance the character has hear a specific piece of lore he may roll a wisdom check to recall details
- must freely give advice to any elf seeking it- must be impartial in affairs between other elves
- may not use a spell in any way that does collateral damage to nature (or just *might* cause it), except as a last resort when defending
their homeland - must not allow any elven lore to be destroyed.
- must protect elven lore and relics from falling into the wrong hands
- druids have an intimate connection with nature. They must spend one hour per day in meditation, reflecting on nature and their place in
it etc.
- druids like to avoid civilisation. If they should happen to travel to a human city they must roll a wisdom check once per day with a
cumulative -1 penalty or become claustrophobic and leave the city on the fastest way.

By Kai Beste

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