Hi -
I'm looking for a variant druid with a little more bite. I checked out the Crusader Companion.
I'm thinking that my player will want something a little different.
Looking for a Variant Druid
Re: Looking for a Variant Druid
Druids:
They can go one of two paths, animal or elemental. Either path gains the ability to become a Treant at 9th level. At 6th level you choose which path you will follow. Animal can choose animal forms to change into. Elementalists choose one of the 4 elementals, earth, air, fire, and water. One form at 6th, 7th, 8th, and 9th level, and you get the Treant form too. So by 9th level a Druid will be able to assume each elemental form and a Treant form, or 4 animal forms and a treant form.
Your HD and HP will be the same in your animal and elemental form. In animal/elemental form your BtH will equal your HD, and you gain the movement and special defenses of the animal/elemental form you have. Your damage and attacks are the same as the Animal/Elemental form as well.
Animal choices are fixed, but can be changed via a 3 day ritual cleansing and re-dedication to a new "totem".
At 12th level you can assume each chosen form 2/day. It becomes 3/day at 18th.
They can go one of two paths, animal or elemental. Either path gains the ability to become a Treant at 9th level. At 6th level you choose which path you will follow. Animal can choose animal forms to change into. Elementalists choose one of the 4 elementals, earth, air, fire, and water. One form at 6th, 7th, 8th, and 9th level, and you get the Treant form too. So by 9th level a Druid will be able to assume each elemental form and a Treant form, or 4 animal forms and a treant form.
Your HD and HP will be the same in your animal and elemental form. In animal/elemental form your BtH will equal your HD, and you gain the movement and special defenses of the animal/elemental form you have. Your damage and attacks are the same as the Animal/Elemental form as well.
Animal choices are fixed, but can be changed via a 3 day ritual cleansing and re-dedication to a new "totem".
At 12th level you can assume each chosen form 2/day. It becomes 3/day at 18th.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Looking for a Variant Druid
What do they want? "Different" is entirely vague.
But, there are several ways to approach it such as the aforementioned option to transform into elemental or even variants within the existing totemic structure.
For example...
Ladder of Heaven: Totemic Magic in Castles and Crusades
by Robert Doyel
Author’s Note: This document uses several real-world mythologies and folklore culled from a variety of cultures, many of whom still exist today. In no way is any offense intended, as the work is an attempt to utilize a singular concept, that is, the use of totems and anthropomorphism of animals, in a manner fitting a fantasy roleplaying game. It is not a treatise, or an attack, on any religious philosophy or structure.
Ancient cultures often believed in the physical manifestation of deific power through animals, each species selected for its specific traits, imbued with some measure of the divine. Such practices sometimes led to the worship of, and even the ritual sacrifice of, animals. These people would then adopt the animal as their own, seeking to become imbued with, or empowered by, the strength, will, and ability, of whatever animal was adopted. Skins, bits of the animal and even depictions, would sometimes be used to identify an individual, and, often, an entire family or tribe, as belonging to, or protected by, a specific deity. Generally, complex and highly evolved theologies would form, based on the observable traits of an adopted animal, ultimately resulting in the formation of animal cults, especially among the less civilized and more barbaric inhabitants, often epitomized in the carving and construction of sacred totems, symbols of the Beast-Gods’ might. In these religions, possessing something desired, eaten, or left by an adored animal was to be touched by the God, allowing the worshipper* direct access to that being, elevated in status. However, totems do not represent a single entity. In fact, they typically serve as a sort of divine fetish for as many as ten different deities, with placement not necessarily indicating importance, this being determined by the function of the pole, rather than the contents; the spiritual totem is another matter, and is the subject of this work.
*-- Historically, in the real world, totemic animals were not worshipped as gods, in the traditional sense, they were seen as emblems, and oracles of a particular entity’s presence, or seen as guides. Popular belief, however, ascribes a true theology to this type of animism, and this later, if incorrect, method is the one adopted here. Totem poles, unlike common thought, were not locations of worship such as temples, but were identifying features, and actually indicate socialistic qualities. In fact, several varieties of totems exist, from burial markers to ridicule poles, with many means of construction; generally, totem poles are singular pieces, though they have been found as the cornerstones of buildings, and as landmark artistry.
Climbing the Ladder: The First Rung: The Vision Quest
Culturally, a religion that utilizes totems will often have several rites of passage, often performed by adolescents for various reasons, most often of which is to prove worthy of some bestowment, often of acceptance into the tribe as an equal, but it could also be something as mundane as being allowed to grow food. Such traditions are held with the utmost respect, for deviation or interference brings the wrath of the gods; at minimum, a person found to have excised means to mitigate the dangers of these rites will be ostracized, never able to return. These rites are generally both dangerous, and complex, and can, in fact, be lethal. The rite of the vision quest is no exception. In fact, the vision quest is generally viewed as the most important, for it is the last test a youth undertakes, its outcome forever dominating the path of its seeker*.
*-- It should be noted that vision quests are not always relegated to the final position of passage rites, though, it is always held with high regard, and considered the ultimate challenge. Sometimes, outsiders, seeking to enter the graces of a primitive tribe will be subjected to a vision quest as well, with success granting the same privileges as a true tribe member.
Vision quests are complex, composed of stages, which must be followed in an exact process, or the quest is doomed to failure. There are no immediate rules for these stages, but they are described, with notes on general trends, with suggestions for adding complication. Individual Castle Keepers are encouraged to develop, and modify, additional steps, or to add a more concrete rules system, as they desire, noting that the successful completion of a vision quest is supposed to be hard, but not impossible.
The stages of a vision quest are as follow, in order:
Preparation: All needed instruments are gathered, from ceremonial tools and clothing to ancestral fetishes, this being especially important in a filiopietistic religion. The youth is informed of boundaries and expectations, and is often allowed a final indulgence before entering the world of adulthood. Peyote or other state-altering substances are brought, and readied. A presiding shaman or holy figure speaks a ritual prayer, often performed by, and with, the seeker, immediate family, and select members of the tribe or clan.
Rules: The first step of a vision quest is usually performed before a character has obtained a character class, as the quest itself determines a path. As such, any checks or rolls during a vision quest are unmodified; this applies equally, even to those who have already achieved a class, or to those undergoing a second vision quest, such as a Beastsoul seeking a second Power Animal. Note, this does not preclude the use of class abilities such as Survival, but, rather, reflects the difficulty inherent to the process, as the character is, for lack of a better phrase, trying to touch a God.
Purification: Cleansing of the mind, body, and spirit is mandatory, and this stage is the beginning of the true difficulties. There are myriad purification practices, though the most common means involve sweat production, bleeding, and fasting, all resulting in both physical exhaustion and psychic awareness. During this stage are numerous demands of the body, from performing elaborate ceremonial dances to orgiastic festivals, coupled with the rhythmic recitation by the petitioner, family, and clan, of legendary tales and of tribal history. The goal of this stage is to fuse the seeker, opening the spirit to divine will, forming a theandric bond. It is very demanding.
Rules: A character undergoing the second stage of a vision experiences extreme exhaustion, almost to the point of catatonia. Effectively, the character is not considered to have Constitution as Prime for the duration of the trial; should the character not have Constitution as Prime then one attribute that is Prime is considered to not be, reflecting both the physical, mental, and spiritual drain excised before the quest begins. This effect occurs each time a character attempts a vision quest, though, magical aid is allowed, if possessed.
Seeking: After the propitiator is readied, cleansed and awakened, a journey into the wild lands is made, allowed to carry only what was made available in the first phase. Typically a weapon, often one which serves multiple purposes, such as a spear, hand axe, or dagger, is taken, and a satchel of peyote, kinnikinnick, and other nepenthes are brought. Food is strictly forbidden, as is water; these must be found, and prepared by the seeker, though uses of such devices are considered methods of cheating. It is at this stage, when the seeker is both weakest and humble, that a vision will come. Should a vision quest end prematurely, due to fear, anxiety, or starvation and dehydration, the result of failure is applied upon the seeker’s return; many, in fact, who reach this point, do not return, for the shame of failure is too much to bear. Only those who have the stamina and willpower to face the Gods receive a vision, and are blessed.
Rules: The rules for starvation and dehydration are implemented, giving the character a grace period of three to five days before any checks are required; beyond this initial time period, a Constitution check is made, with failure resulting in the loss of one-third current Constitution score (for example, a character with a 15 Constitution would be reduced to 10 after the first failed check.) Each day a check is required, the difficulty increases by two, and three consecutive failures results in death. However, once a character begins to starve (that is, after the initial period has expired, and the Constitution save has failed), a Wisdom or Charisma (the player’s choice) check is allowed; success on this check gives the character a vision, allowing the vision quest to proceed to the next stage. In addition, each time a Constitution save is failed, the associated Wisdom or Charisma save receives a +4 bonus. A character that successfully completes a vision quest is healed, immediately, of all damage and lost attributes, as well as having Primes restored. Castle Keepers and the player should work together to select the animal which appeared, based on both terrain, and the needs of the campaign; a Castle Keeper should not take this as an opportunity to chastise or penalize a player, though the player should not expect to receive anything desired; essentially, the player selects a totem from the list, and asks if it is allowed. If it is, that totem becomes the characters primary totem. If not, then another can be selected until an equitable totem is found. This should be done prior to the running of the vision quest, so the Castle Keeper can work the details into the adventure, as a narrative, or however desired.
Proclamation: Having received an oracle, the seeker returns to the tribe and relates the tale of the quest, to all that will hear. The vision is analyzed, and the meaning is told, giving a new path in life, one which cannot be turned from without serious implication.
Rules: Each totem has an associated class, which, if the character opts to follow, gains a +1 bonus on all class-based ability checks. Beastsouls and shaman are different, in that they are allowed to obtain more than one totem, making use of different aspects of the totems, as detailed in their descriptions. No character can hunt, eat, or use items manufactured of, or from, their totem animal; doing so violates sacred tradition, and causes the automatic loss of one experience level, which cannot be restored without some sort of special atonement, and possibly, a second vision quest specifically designed for reunification.
The following is simply a compilation of all the real-world animal totems revered as deities as I've been able to self-research. It is intended these are to replace the generic "animal" gods of clerics of nature faiths, as well as a means to adjust the power of the shapechanging druid. These characters are entitled to the selection of three totems, and, when using spells, or abilities which take on these forms or are associated with them, a bonus of some sort, generally a +1 effective caster level, or +2 bonus to skill checks, is gained for the duration of the association. Totems can be called upon a number of times per day per level of the character.
Alligator: Maternal, revenge oriented quickness, aggression, and basic survival instincts.
Ant: Group minded, determination, patient, active, and industrious
Anteater: Lethargy, curiosity, nosiness.
Antelope: Active, agile, jumpiness, and willing to sacrifice
Armadillo: Safety oriented, grounded, and has boundaries
Badger: Courage, aggressive, healer, having problems relating to others, and energy conduit
Bat: Rebirth, longevity, secrecy, initiation, good listener, and long life
Bear: Industrious, instinctive, healing, power, sovereignty, guardian of the world, watcher, courage, will power, self-preservation, introspection, and great strength
Beaver: Determined, strong-willed, builder, overseer, and protector
Bee: Organized, industrial, productive, wise, community, celebration, fertility, defensiveness, obsessive nature, and enjoys life
Buffalo: Sacredness, life, great strength, abundance, gratitude.
Bull: Insight into the past, fertility, rushing into things without proper preparation.
Butterfly: Metamorphosis, transformation, balance, grace, ability to accept change
Caribou: Traveler, mobility, preference to be nomadic, adaptability to adversity
Cat: Guardianship, detachment, sensuality, mystery, magic, and independence
Cheetah: Swiftness, insight, focus
Cougar: Leadership, loyalty, courage, taking responsibility, foresight
Cow: Nourishment and mother figure
Cheetah: Swift, insightful, and focused
Cobra: Swift and decisive
Coyote: Stealth, mischief, trickster, intelligent, clowning around, ability to recognize mistakes.
Crab: Good luck, protection and success
Crane: Solitude, justice, longevity, independent, intelligent, and vigilant
Crocodile: Ensuring your emotions are displayed accurately/appropriately
Crow: Justice, shape shifting, change, creativity, spiritual strength, energy, community sharing, and balance
Deer: Compassion, peace, intellectual, gentle, caring, kind, subtlety, gracefulness, femininity, gentleness, innocence, and seller of adventure
Dog: Noble, faithful, loyal, teaching, protection, and guidance
Dolphin: Kind, salvation, wisdom, happiness, playfulness, prudent, capable of deep emotion, and happy
Dove: Cross-world communication, spirit messenger, peace, gentleness, love
Dragonfly: Flighty and carefree, strong imagination, higher aspirations.
Duck: Water energy, helper of seers, can clearly see/deal with emotions
Eagle: Divine spirit, sacrifice, connection to creator, intelligence, renewal, courage, illumination of spirit, healing, creation, freedom, and risk-taker
Elephant: Strength, power, affection, loyalty, royalty, and wisdom
Elk: Strength and agility, pride, majestic, independence, purification, strength, and nobility
Falcon: New beginnings, adventure, passionate, and leadership.
Fish: Graceful, slyness, open-minded, quick to change one's mind.
Fox: Cunning, agility, quick-witted, diplomacy, wildness, feminine magic, camouflage, shapeshifting and invisibility
Frog: Water energy, cleansing, rebirth, sensitivity, medicine, hidden beauty, peace, adaptability, poor character judgment and power
Gazelle: Aggressive
Giraffe: Communication, intuition, attaining the unreachable, seeing the future
Goat: Surefootedness, stubbornness, independence, diligence, lack of foresight
Goose: Self-demanding, reliable, prudent, rigid, vigilance, parenthood, and production
Gorilla: Family-oriented, intelligence, strength, environmental protector, keeps peace through aggression
Hawk: Messenger, intuition, victory, healing, nobility, recollection, cleansing, visionary power, and guardianship
Horse: Freedom, stamina, mobility, the land, travel, power, and freedom
Hummingbird: Messenger, timelessness, healing, and warrior qualities
Jaguar: Chaos and shape-shifter
Lion: Family, strength, energy, courage, guardian and protector
Lizard: Conservation, vision, self-protection, hidden defenses.
Llama: Comforting to others
Lynx: Keeper of secrets, guardian, listener, and guide
Monkey: Ability to change the environment, health, success
Moose: Headstrong, longevity, steadfastness, and wisdom
Mouse: Scrutiny, order, organizer, and an eye for details
Opossum: Diversion, strategist, and deceiver
Otter: Playful, friendly, dynamic, joy, helpfulness, and sharing
Owl: Deception, clairvoyance, insight, messenger
Ox: Sacrifice, chastity and self-denial
Panther: Protection, hidden emotions, introspection, caution, careful decisions
Parrot: Communication, beauty, guide for wisdom, mockery, thinking before speaking
Peacock: Immortality, dignity, and self-confidence
Porcupine: Innocence, companionship, and trust
Prairie Dog: Swiftness, industrious, constructive, preparedness
Puma: Companion on journeys to other worlds, grace, silent power
Quail: Group-work, team play, creator of harmony and group tolerance, protectiveness (especially toward children)
Rabbit: Fear, timidity, nervousness, humility, rebirth,
Raccoon: Curiosity and cleanliness
Rat: Fertility, stealth, scavenging, intelligence, enjoys luxury
Raven: Introspection, courage, self-knowledge, magic
Rooster: Vanity, likes to be showered with gifts and attention, early riser, settling for nothing less than the best
Salmon: Proud, intense, confident, wisdom, inspiration
Seagull: Versatility, loud, easy-going nature, creativity, laziness
Seahorse: Confidence and grace
Seal: Love, longing, dilemma, active imagination, creativity
Shark: Hunter, survival, and adaptability
Skunk: Reputation, presence, and strength
Snake: Impulsive, shrewdness, rebirth, transformation, initiation, and wisdom
Squirrel: Planner and gatherer
Stag: Lord of the forest, masculine power of regeneration, signs.
Swan: Grace, balance and innocence, soul, love, beauty, conceit
Tiger: Strength, valor, power, and energy
Turkey: Generosity, life-giver, and sharer
Turtle: Nurturer, shy, and protecting
Weasel: Strength, energy, ingenuity and stealth
Whale: Wisdom, provider, intelligence, and kindness.
Wolf: Loyalty, perseverance, success, intuition, loyalty, and spirit
Woodpecker: Sensitive, protective, and devotion
Zebra: Agility and individuality
/monstrous totems such as drake, salamander, etc. are removed for simplification.
But, there are several ways to approach it such as the aforementioned option to transform into elemental or even variants within the existing totemic structure.
For example...
Ladder of Heaven: Totemic Magic in Castles and Crusades
by Robert Doyel
Author’s Note: This document uses several real-world mythologies and folklore culled from a variety of cultures, many of whom still exist today. In no way is any offense intended, as the work is an attempt to utilize a singular concept, that is, the use of totems and anthropomorphism of animals, in a manner fitting a fantasy roleplaying game. It is not a treatise, or an attack, on any religious philosophy or structure.
Ancient cultures often believed in the physical manifestation of deific power through animals, each species selected for its specific traits, imbued with some measure of the divine. Such practices sometimes led to the worship of, and even the ritual sacrifice of, animals. These people would then adopt the animal as their own, seeking to become imbued with, or empowered by, the strength, will, and ability, of whatever animal was adopted. Skins, bits of the animal and even depictions, would sometimes be used to identify an individual, and, often, an entire family or tribe, as belonging to, or protected by, a specific deity. Generally, complex and highly evolved theologies would form, based on the observable traits of an adopted animal, ultimately resulting in the formation of animal cults, especially among the less civilized and more barbaric inhabitants, often epitomized in the carving and construction of sacred totems, symbols of the Beast-Gods’ might. In these religions, possessing something desired, eaten, or left by an adored animal was to be touched by the God, allowing the worshipper* direct access to that being, elevated in status. However, totems do not represent a single entity. In fact, they typically serve as a sort of divine fetish for as many as ten different deities, with placement not necessarily indicating importance, this being determined by the function of the pole, rather than the contents; the spiritual totem is another matter, and is the subject of this work.
*-- Historically, in the real world, totemic animals were not worshipped as gods, in the traditional sense, they were seen as emblems, and oracles of a particular entity’s presence, or seen as guides. Popular belief, however, ascribes a true theology to this type of animism, and this later, if incorrect, method is the one adopted here. Totem poles, unlike common thought, were not locations of worship such as temples, but were identifying features, and actually indicate socialistic qualities. In fact, several varieties of totems exist, from burial markers to ridicule poles, with many means of construction; generally, totem poles are singular pieces, though they have been found as the cornerstones of buildings, and as landmark artistry.
Climbing the Ladder: The First Rung: The Vision Quest
Culturally, a religion that utilizes totems will often have several rites of passage, often performed by adolescents for various reasons, most often of which is to prove worthy of some bestowment, often of acceptance into the tribe as an equal, but it could also be something as mundane as being allowed to grow food. Such traditions are held with the utmost respect, for deviation or interference brings the wrath of the gods; at minimum, a person found to have excised means to mitigate the dangers of these rites will be ostracized, never able to return. These rites are generally both dangerous, and complex, and can, in fact, be lethal. The rite of the vision quest is no exception. In fact, the vision quest is generally viewed as the most important, for it is the last test a youth undertakes, its outcome forever dominating the path of its seeker*.
*-- It should be noted that vision quests are not always relegated to the final position of passage rites, though, it is always held with high regard, and considered the ultimate challenge. Sometimes, outsiders, seeking to enter the graces of a primitive tribe will be subjected to a vision quest as well, with success granting the same privileges as a true tribe member.
Vision quests are complex, composed of stages, which must be followed in an exact process, or the quest is doomed to failure. There are no immediate rules for these stages, but they are described, with notes on general trends, with suggestions for adding complication. Individual Castle Keepers are encouraged to develop, and modify, additional steps, or to add a more concrete rules system, as they desire, noting that the successful completion of a vision quest is supposed to be hard, but not impossible.
The stages of a vision quest are as follow, in order:
Preparation: All needed instruments are gathered, from ceremonial tools and clothing to ancestral fetishes, this being especially important in a filiopietistic religion. The youth is informed of boundaries and expectations, and is often allowed a final indulgence before entering the world of adulthood. Peyote or other state-altering substances are brought, and readied. A presiding shaman or holy figure speaks a ritual prayer, often performed by, and with, the seeker, immediate family, and select members of the tribe or clan.
Rules: The first step of a vision quest is usually performed before a character has obtained a character class, as the quest itself determines a path. As such, any checks or rolls during a vision quest are unmodified; this applies equally, even to those who have already achieved a class, or to those undergoing a second vision quest, such as a Beastsoul seeking a second Power Animal. Note, this does not preclude the use of class abilities such as Survival, but, rather, reflects the difficulty inherent to the process, as the character is, for lack of a better phrase, trying to touch a God.
Purification: Cleansing of the mind, body, and spirit is mandatory, and this stage is the beginning of the true difficulties. There are myriad purification practices, though the most common means involve sweat production, bleeding, and fasting, all resulting in both physical exhaustion and psychic awareness. During this stage are numerous demands of the body, from performing elaborate ceremonial dances to orgiastic festivals, coupled with the rhythmic recitation by the petitioner, family, and clan, of legendary tales and of tribal history. The goal of this stage is to fuse the seeker, opening the spirit to divine will, forming a theandric bond. It is very demanding.
Rules: A character undergoing the second stage of a vision experiences extreme exhaustion, almost to the point of catatonia. Effectively, the character is not considered to have Constitution as Prime for the duration of the trial; should the character not have Constitution as Prime then one attribute that is Prime is considered to not be, reflecting both the physical, mental, and spiritual drain excised before the quest begins. This effect occurs each time a character attempts a vision quest, though, magical aid is allowed, if possessed.
Seeking: After the propitiator is readied, cleansed and awakened, a journey into the wild lands is made, allowed to carry only what was made available in the first phase. Typically a weapon, often one which serves multiple purposes, such as a spear, hand axe, or dagger, is taken, and a satchel of peyote, kinnikinnick, and other nepenthes are brought. Food is strictly forbidden, as is water; these must be found, and prepared by the seeker, though uses of such devices are considered methods of cheating. It is at this stage, when the seeker is both weakest and humble, that a vision will come. Should a vision quest end prematurely, due to fear, anxiety, or starvation and dehydration, the result of failure is applied upon the seeker’s return; many, in fact, who reach this point, do not return, for the shame of failure is too much to bear. Only those who have the stamina and willpower to face the Gods receive a vision, and are blessed.
Rules: The rules for starvation and dehydration are implemented, giving the character a grace period of three to five days before any checks are required; beyond this initial time period, a Constitution check is made, with failure resulting in the loss of one-third current Constitution score (for example, a character with a 15 Constitution would be reduced to 10 after the first failed check.) Each day a check is required, the difficulty increases by two, and three consecutive failures results in death. However, once a character begins to starve (that is, after the initial period has expired, and the Constitution save has failed), a Wisdom or Charisma (the player’s choice) check is allowed; success on this check gives the character a vision, allowing the vision quest to proceed to the next stage. In addition, each time a Constitution save is failed, the associated Wisdom or Charisma save receives a +4 bonus. A character that successfully completes a vision quest is healed, immediately, of all damage and lost attributes, as well as having Primes restored. Castle Keepers and the player should work together to select the animal which appeared, based on both terrain, and the needs of the campaign; a Castle Keeper should not take this as an opportunity to chastise or penalize a player, though the player should not expect to receive anything desired; essentially, the player selects a totem from the list, and asks if it is allowed. If it is, that totem becomes the characters primary totem. If not, then another can be selected until an equitable totem is found. This should be done prior to the running of the vision quest, so the Castle Keeper can work the details into the adventure, as a narrative, or however desired.
Proclamation: Having received an oracle, the seeker returns to the tribe and relates the tale of the quest, to all that will hear. The vision is analyzed, and the meaning is told, giving a new path in life, one which cannot be turned from without serious implication.
Rules: Each totem has an associated class, which, if the character opts to follow, gains a +1 bonus on all class-based ability checks. Beastsouls and shaman are different, in that they are allowed to obtain more than one totem, making use of different aspects of the totems, as detailed in their descriptions. No character can hunt, eat, or use items manufactured of, or from, their totem animal; doing so violates sacred tradition, and causes the automatic loss of one experience level, which cannot be restored without some sort of special atonement, and possibly, a second vision quest specifically designed for reunification.
The following is simply a compilation of all the real-world animal totems revered as deities as I've been able to self-research. It is intended these are to replace the generic "animal" gods of clerics of nature faiths, as well as a means to adjust the power of the shapechanging druid. These characters are entitled to the selection of three totems, and, when using spells, or abilities which take on these forms or are associated with them, a bonus of some sort, generally a +1 effective caster level, or +2 bonus to skill checks, is gained for the duration of the association. Totems can be called upon a number of times per day per level of the character.
Alligator: Maternal, revenge oriented quickness, aggression, and basic survival instincts.
Ant: Group minded, determination, patient, active, and industrious
Anteater: Lethargy, curiosity, nosiness.
Antelope: Active, agile, jumpiness, and willing to sacrifice
Armadillo: Safety oriented, grounded, and has boundaries
Badger: Courage, aggressive, healer, having problems relating to others, and energy conduit
Bat: Rebirth, longevity, secrecy, initiation, good listener, and long life
Bear: Industrious, instinctive, healing, power, sovereignty, guardian of the world, watcher, courage, will power, self-preservation, introspection, and great strength
Beaver: Determined, strong-willed, builder, overseer, and protector
Bee: Organized, industrial, productive, wise, community, celebration, fertility, defensiveness, obsessive nature, and enjoys life
Buffalo: Sacredness, life, great strength, abundance, gratitude.
Bull: Insight into the past, fertility, rushing into things without proper preparation.
Butterfly: Metamorphosis, transformation, balance, grace, ability to accept change
Caribou: Traveler, mobility, preference to be nomadic, adaptability to adversity
Cat: Guardianship, detachment, sensuality, mystery, magic, and independence
Cheetah: Swiftness, insight, focus
Cougar: Leadership, loyalty, courage, taking responsibility, foresight
Cow: Nourishment and mother figure
Cheetah: Swift, insightful, and focused
Cobra: Swift and decisive
Coyote: Stealth, mischief, trickster, intelligent, clowning around, ability to recognize mistakes.
Crab: Good luck, protection and success
Crane: Solitude, justice, longevity, independent, intelligent, and vigilant
Crocodile: Ensuring your emotions are displayed accurately/appropriately
Crow: Justice, shape shifting, change, creativity, spiritual strength, energy, community sharing, and balance
Deer: Compassion, peace, intellectual, gentle, caring, kind, subtlety, gracefulness, femininity, gentleness, innocence, and seller of adventure
Dog: Noble, faithful, loyal, teaching, protection, and guidance
Dolphin: Kind, salvation, wisdom, happiness, playfulness, prudent, capable of deep emotion, and happy
Dove: Cross-world communication, spirit messenger, peace, gentleness, love
Dragonfly: Flighty and carefree, strong imagination, higher aspirations.
Duck: Water energy, helper of seers, can clearly see/deal with emotions
Eagle: Divine spirit, sacrifice, connection to creator, intelligence, renewal, courage, illumination of spirit, healing, creation, freedom, and risk-taker
Elephant: Strength, power, affection, loyalty, royalty, and wisdom
Elk: Strength and agility, pride, majestic, independence, purification, strength, and nobility
Falcon: New beginnings, adventure, passionate, and leadership.
Fish: Graceful, slyness, open-minded, quick to change one's mind.
Fox: Cunning, agility, quick-witted, diplomacy, wildness, feminine magic, camouflage, shapeshifting and invisibility
Frog: Water energy, cleansing, rebirth, sensitivity, medicine, hidden beauty, peace, adaptability, poor character judgment and power
Gazelle: Aggressive
Giraffe: Communication, intuition, attaining the unreachable, seeing the future
Goat: Surefootedness, stubbornness, independence, diligence, lack of foresight
Goose: Self-demanding, reliable, prudent, rigid, vigilance, parenthood, and production
Gorilla: Family-oriented, intelligence, strength, environmental protector, keeps peace through aggression
Hawk: Messenger, intuition, victory, healing, nobility, recollection, cleansing, visionary power, and guardianship
Horse: Freedom, stamina, mobility, the land, travel, power, and freedom
Hummingbird: Messenger, timelessness, healing, and warrior qualities
Jaguar: Chaos and shape-shifter
Lion: Family, strength, energy, courage, guardian and protector
Lizard: Conservation, vision, self-protection, hidden defenses.
Llama: Comforting to others
Lynx: Keeper of secrets, guardian, listener, and guide
Monkey: Ability to change the environment, health, success
Moose: Headstrong, longevity, steadfastness, and wisdom
Mouse: Scrutiny, order, organizer, and an eye for details
Opossum: Diversion, strategist, and deceiver
Otter: Playful, friendly, dynamic, joy, helpfulness, and sharing
Owl: Deception, clairvoyance, insight, messenger
Ox: Sacrifice, chastity and self-denial
Panther: Protection, hidden emotions, introspection, caution, careful decisions
Parrot: Communication, beauty, guide for wisdom, mockery, thinking before speaking
Peacock: Immortality, dignity, and self-confidence
Porcupine: Innocence, companionship, and trust
Prairie Dog: Swiftness, industrious, constructive, preparedness
Puma: Companion on journeys to other worlds, grace, silent power
Quail: Group-work, team play, creator of harmony and group tolerance, protectiveness (especially toward children)
Rabbit: Fear, timidity, nervousness, humility, rebirth,
Raccoon: Curiosity and cleanliness
Rat: Fertility, stealth, scavenging, intelligence, enjoys luxury
Raven: Introspection, courage, self-knowledge, magic
Rooster: Vanity, likes to be showered with gifts and attention, early riser, settling for nothing less than the best
Salmon: Proud, intense, confident, wisdom, inspiration
Seagull: Versatility, loud, easy-going nature, creativity, laziness
Seahorse: Confidence and grace
Seal: Love, longing, dilemma, active imagination, creativity
Shark: Hunter, survival, and adaptability
Skunk: Reputation, presence, and strength
Snake: Impulsive, shrewdness, rebirth, transformation, initiation, and wisdom
Squirrel: Planner and gatherer
Stag: Lord of the forest, masculine power of regeneration, signs.
Swan: Grace, balance and innocence, soul, love, beauty, conceit
Tiger: Strength, valor, power, and energy
Turkey: Generosity, life-giver, and sharer
Turtle: Nurturer, shy, and protecting
Weasel: Strength, energy, ingenuity and stealth
Whale: Wisdom, provider, intelligence, and kindness.
Wolf: Loyalty, perseverance, success, intuition, loyalty, and spirit
Woodpecker: Sensitive, protective, and devotion
Zebra: Agility and individuality
/monstrous totems such as drake, salamander, etc. are removed for simplification.
- Omote
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Re: Looking for a Variant Druid
What does "a little bit more bite" mean? Does that mean more combat oriented, with the ability to dole out more damage? Or does that mean a rich role-playing character experience, that embodies the naturalistic faith of the druid?
~O
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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Re: Looking for a Variant Druid
The Elemental Druid path has a bit more than a "bit more bite", but as some of my players have seen going the animal route isn't wimpy either. When you can summon your own little army and turn into a Tiger/Lion/Bear at your HD/Level, there is nothing wimpy about your Druid. If you then add in Animal Growth, assuming your powerful enough, yeah, your Druid is pretty devastating.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Looking for a Variant Druid
Thanks - I was not specific. Probably more abilities for a role-playing. For example, the character would want more to change to bird to travel to warn a kingdom of an approaching army. Typically the character playing this would use spells more for setting up a battle field to hinder opponents, or hide allies, etc. He'd probably play the character much like Merlin (who if I recall correctly was a magic-user, druid, illusionist). Recall the fog for battle and speaking to the horse to pull down a wall (was it a wall in Excalibur?).Omote wrote:What does "a little bit more bite" mean? Does that mean more combat oriented, with the ability to dole out more damage? Or does that mean a rich role-playing character experience, that embodies the naturalistic faith of the druid?
~O
Maybe that's the answer in itself wizard / druid. But I think the character would want to be more druid and I wasn't certain if there were enough class abilities to pull it off. Maybe I need to research spells.
Re: Looking for a Variant Druid
T1Hound wrote:Thanks - I was not specific. Probably more abilities for a role-playing. For example, the character would want more to change to bird to travel to warn a kingdom of an approaching army. Typically the character playing this would use spells more for setting up a battle field to hinder opponents, or hide allies, etc. He'd probably play the character much like Merlin (who if I recall correctly was a magic-user, druid, illusionist). Recall the fog for battle and speaking to the horse to pull down a wall (was it a wall in Excalibur?).Omote wrote:What does "a little bit more bite" mean? Does that mean more combat oriented, with the ability to dole out more damage? Or does that mean a rich role-playing character experience, that embodies the naturalistic faith of the druid?
~O
Maybe that's the answer in itself wizard / druid. But I think the character would want to be more druid and I wasn't certain if there were enough class abilities to pull it off. Maybe I need to research spells.
Thats only going to be a problem at lower levels. Once they gain the shape changing powers, the imagination is the limit. However, Druids at lower level can be great "controllers" of a battle field, as long as vegetation is around. I just recommend adding back in the "can only move at half rate" while in an area of entanglement that the Trolls left out when they converted it over from 3E. Otherwise its not much of an impediment. I also recommend AGAINST allowing Entangled opponents to automatically know where the area of Entanglements ends, so head towards the nearest edge. I'd recommend requiring a Spot check or similar. Its kind of been amazing to me lately how the targets suddenly become experts on Entangle spells and knowing precisely which way to go to escape them the fastest, even when in heavy tree cover, etc... some how they seem to also have X-Ray vision to see through all that cover, let alone identify, without fail, where the magic effect ends, even when they themselves are not a Druid or some other type of spell caster.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.