
Druid
Druidic Practices:
Note: Druidism is a pagan religion whereby the Druids are worshippers of the mysteries, cycles and interconnectivity of nature. The combination of male and female Druids and their energies balances their rituals, influence and retinues.
1) 1-3) Belief: the practitoner can accomplish nothing without believing in the interconnective mysteries of nature. Aspirant Level. Gain levels by attending to your ranks's duties (see ranks)
2) 4-6) The Materials: Have the materials for the ritual at hand. Roll determines success.
3) 7-9) The Ritual Site: Choose a sacred site where the forces of nature are strongly present and prepare it. Roll determines if site is satisfactory.
4) 10-12) The Desired Outcome: Meditate on the outcome until it is imbedded in the heart and will.
Outcomes can be anything from blessing an item, to healing someone or something, the manipulation of an element, gently controling someone to a beneficial end, or anything the Druid feels motivated to achieve. Dark Druidic practices are not condoned by most druids and should be avoided unless a crucial matter calls for more or less malevolent result. Even then, the best of intentions often pave the road to damnation. Roll to determine if desired outcome will succeed. If roll fails try a different outcome.
5) 13-15) The Ritual and its Incantation: Begin the ritual at the sacred site with focus on the outcome and incant your intentions until it harmonizes with nature. If ritual succeeds proceed to results.
6) 16-18) The Results: if successful the desired outcome shall bear fruit. Your power succeeds.
7) 19-21) Expanding the Hallowed Ground: to increase the range of those powers you want to effect in an area one must place tokens whereever they want their power to reach. These tokens can be most anything that bear the same mark of nature the Druid places on a token. Leaves are a common token mark but they can be anything representing nature that has meaning to the druid. Area expands by up to +1 yard per success as called, doubles on crit, triples on triple crit or area called with GM approval.
8) 22-24) Sacrifice: a sacrifice increases the power of the ritual and therefore strengthens the result. The bigger the sacrifice the bigger the augmentation. Roll for all stages of ritual at this power
9) 25-27) Mystical Fork: This is a fork of the mind which concentrates on multiple subjects or targets for the ritual to affect. +1 target, + 1 per ace.
10) 28-30) Remote Focus: Allows the druid to focus their ritual on someone or something not present. This requires knowledge of that subject, a name, location and sense of who and what they are. This lock on a living being's presence can be broken if their willpower is stronger than the druid's will to lock onto them.
11) 31-35) Arch Druid: The Arch Druid can act as the fulcrum from which their power gathers and pours, in essence becoming the materials, the sacred site, and the ritual itself and can incant silently with the same effect.
12) 36-40) Greater Sacrifice: The Arch Druid's power can become even more powerful with the greatest of sacrifices, a life. Druids do not sacrifice their friends and sacrificing strangers is considered an act against nature and can result in a druid being hunted by other druids. Animals and enemies are approved for sacrifice and some animals are considered sacred and not suitable for sacrifice, such as birds.
RANKS
- Initiate/Aspirant: The introductory level for those beginning their druidic studies.
- Duties: tending to groves and gardens, exploring the wilderness, or mapping natural areas, and attuning themselves to nature.
- Bards- The first grade or rank in these orders, often focused on creativity, storytelling, and learning the lore of the tradition.
- Ovate/Companion: A step up from initiate, often with more defined roles and responsibilities.
- The second grade, where individuals delve into nature-based studies, including the Ogham (a Celtic tree alphabet), herbalism, and divination.
- Filids, those Ovates who have gained the knowledge needed to practice the discipline of 'seeing' or divination who aspire to become visionaries through their close relationship with nature.
- Ovate Bards- A bard has risen to Ovate and can now practice their poetic art of correct utterance in the field.
- Druid/Hierophant: A fully initiated druid, capable of leading and teaching others, often with specific areas of expertise.
- Druid- The third and final grade, representing a deeper understanding of Druidic philosophy and practice, often involving leadership roles and teaching. Gain Chaos Aspects Pentacles and Story Telling..
- Druid Filids - have honed their visionary craft to become reliable and wise oracles. Gain Chaos Aspects Metaphysical and Spirit.
- Druid Bard- the Bard is now proficient with a well trained voice and is sought after as an inspiration in courte, the battlefield and gatherings. Gains Path of the Bard (Oriented Path)
- All gain skill set Apothecary
- Archdruid: A Druid within a specific druidic retinue, circle or order, holding significant authority.
- Grand Arch Druid/Druid Chieftain: The highest-ranking druid in a larger organization, often overseeing multiple circles or regions.
Apothecary Skills
Notes:
..... Total roll=potency to benefit or harm.
..... Beneficial effects and checks are affected by +1, +1 per ace.
..... Debilitating effects reduce checks affected by -1, -1 per ace.
..... Harmful effects damage by total power of roll.
..... Healing effects heal by total power of roll.
..... Potency doubles on crit, triples on triple crit
..... Two 'like' ingredients required to make a mixture with a single effect.
(remedy + remedy = remedy,
poison + poison = poison,
Ingredient + ingredient = potion etc.)
..... If a mixture has multiple effects, the ingredients needed doubles per effect, for example: if 4 effects, 8 ingrediants are needed.
..... Record mixtures made and their effects on a potion list. Keep in a character folder or private discord thread as file named Apothecary of (Character Name).
..... If roll fails, ingredients are lost and mixture fails.
..... Roll 1 d20 when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.
- Research: gain +5 XP each time character does research towards apothecary skills, roll once a day for success of research.
- Camping: basic knowledge of camping while doing field research and collecting herbs and minerals; build fire, pitch tent, make leanto, find spring water, etc.
- Chemistry: +1 HB, +3 d6 towards success and potency.
- Climb: +1, +1 dexterity, climb to those hard to reach herbs and minerals.
- Expert Apothecary: get more out of less, double amount of doses made in a batch whenever a crit is rolled.
- Field Research: gain +10 XP each time character does field research towards apothecary skills, roll once a day for success of research.
- Find Gemstones: because of your knowledge of minerals, you are more prone than most to find valuable precious (1, +1 per ace w/crit) and semi-precious gems (1, +1 per ace) at value of 1 gold per semi-precious, and 10 gold per precious gem. Roll when in mineral rich areas (as called by GM).
- Find Rare Ingredients: these hard to find ingredients boost a mixture to critical potency. +2 to ingredients roll and +10% chance per level of finding remote or hidden locations where rare ingredients, whether mineral or herbal, can be found. (a valid side quest post will take the place of a roll).
- Forage Adeptness: Identify, and correctly harvest, edible plants, mushrooms, nuts, roots, herbs and know how to prepare them. +1 intelligence . +1 edible plant found per success.
- Herbalist: Find, Identify, and correctly harvest, medicinal or poisonous plants, mushrooms, nuts, roots, and herbs and know how to prepare them. +1 intelligence . +1 medicinal or poisonous plant found with successful roll, +1 per ace. Call whether for potion, poison, or remedy. Roll when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.
- Jump: +1, +1 dexterity, jump across gaps to those hard to reach herbs and minerals.
- Make Medicine: using items collected, make medicine with 1 called effect which restores a called check or HP, +1 additional effect or dose per AR spent.
- Make Poison: using items collected, make poison with 1 called effect which damages a called check or HP, +1 additional effect or dose per AR spent.
- Make Potion: using items collected, make a potion with 1 called effect which effects a called check, stat, action, or HP, +1 additional effect or potion per AR spent.
- Mineralogist: Identify, and correctly collect, medicinal or poisonous minerals and know how to refine them. +1 intelligence . +1 medicinal or poisonous mineral found with successful roll, +1 per ace. Call whether for potion, poison, or remedy.
- Panning: because of your knowledge of minerals, you have taken an interest in gold panning to help find the minerals you need. Gain +1 gold value per success. Pan in creeks, rivers and lakes or where a slues is set up. If hit dice fail, no gold or other valuable metals are found. +1 ingredient mineral found, +1 per ace whenever roll succeeds.
- Poison Tolerance: by test sampling your own poisons, you have gained a strong resistance to poisons. +1% poison resistance per poison sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for poison resistance.
- Resistance to Sleep: testing sleep potions has given character a strong resistance to the same. +1% sleep resistance per potion sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for resistance to forced sleep effects.
- Resistance to Paralysis: testing paralysis mixtures has given character a strong resistance to the same. +1% paralysis resistance per mixture sampled. Lose -1 HP permanently per mixture sampled. This ability allows character to trade HP for resistance to paralysis effects.
- Swim: +1, +1 stamina, swim to those waterside and underwater herbs and minerals.
- Test Results: sample your own potions, remedies and poisons to test their effects and learn unexpected effects, add +1 effect to a mixture
