Narnia... Adv # 21-.... [Trell links below]

All Elements

 All Elementals (Druid):Intermediate Denizen of Nature, Animal Plant, Fire, Water, Earth, Air

Description- All living things large and small represent this all-powerful force.

Holy Symbol- Mistletoe

Duties of the priesthood- Druids have formed the same basic relationships with the elemental powers as the clerics. Druids must protect not only their guarded lands, but they must also defend the raw element to which each has pledged. They are not bound by any of the elementals other desires, such as the air spirits lust for freedom and revulsion for slavery. Druid like nature itself, are neutral. They see the balance in all things. They know that every living creature is part of the food chain, and birth and death are the natural order of life. Matter should not be destroyed, but converted to a form that will eventually return to the earth.

Ability requirements- Wisdom of 12, Charisma 15

Whorshipers alignments- N /N

Weapons - large weapons such as halberds, or axes invite trouble, but because of time spent wandering the dangerous wastes of Trell, druids have learned the value of heavy weapons. Missile weapons are prized among druids, since they allow them to attack from concealment.

Armor- none it interferes with their ability to blend in with the land. Then too, armor tends to mark one as a warrior and this is not the image that druids wish to project. They believe armor only invites trouble. It is uncomfortable to wear for long periods of time beneath the hot sun.

* Druids may use any cleric magic or scroll, provided it is within their spheres of casting

Granted powers - 1) Protection from the elements: +3 to all saves vs. elemental type attacks.

- Speak Druidic language (a strange language of bestial grunts and insect chirping, no other PC may learn druidic)

(* All abilities gained on guarded lands become at will anywhere on Trell, 3 lvls later *)

2) Speak with animals from guarded lands at will.

3) Identify plants, animals and purified water with perfect accuracy,

-Pass w/o trace within guarded lands

4) Remain concealed on guarded lands (motionless) no time limit (only Det Invis can see druid)

5) Animal summoning I one mile radius, ct: 7) 1 per day

6) Live on guarded lands without water or nourishment. Their life energy and sustenance is now drawn form the guarded land itself. (This is only on the guarded land)

-Speak with plants on guarded lands

7) Immunity to Charm spells, invisibility to animals at will

-Shape change into common creature & elemental each day, 1 hour per level for each.

When form returns, so does 10-60% damage healed, MV: AC: #Att, Dam used. all items are absorbed into form, no magical abilities, but(flight/poison OK), HP, saves unchanged.

8) Commune with Nature once per 5 levels a month (ct: one turn)

9) Gate in one of the eight major elements, 1cubic foot/lvl ^ 8th (see Gate: following pages).

12) Shape changing ability at will (healing ability 4 /day)

13) Higher level abilities and the like are available on Trell, speak with DM when this becomes an option. (See Dark Sun Accessory DSS2 pages 45-51)

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