Druid Warrior Summoned Creatures
(Version 1.00 - Last Modified: 05/16/2004)
- Inspired by the Druid class in Diablo II from Blizzard
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Introduction
The most frequently taken area of specialization available to the Druid Warrior is Animal Summoning. This
area teaches the Druid Warrior a series of powerful rituals that are used to summon a spirit of nature and
create a body in the form of a magical animal that will follow the Druid Warrior and obey its commands.
These creatures fall into one of three types: animals, vines, and spirits. With the exception of the
Spectral Raven, only one type of creature from each category can be assisting the Druid Warrior at any one
time. For example, the Druid Warrior can only have one of Carrion Crawler, Poison Crawler, or Solar
Crawler helping it at any given moment, not all three or even two of the creatures. The rituals that are
used to summon these creatures are described in Druid Warrior
Spells.
Even though these creatures are magical in nature and can be recreated simply by performing the appropriate
ritual again, Druid Warriors try to avoid throwing away the lives of their summoned creatures. Since the
summoned creatures can be dismissed at will, most Druid Warriors would prefer to dismiss a badly damaged
summoned creature then watch it be killed, but they suffer no penalties if a summoned creature dies other
then losing any benefits that the creature provided.
Animals
Unlike the other categories of summoned creatures, almost all of the summoned animals are summoned as a
pack of creatures, assuming the Druid Warrior has a high enough level in this area of specialization. This
pack of creatures are built for combat and assist the Druid Warrior by attacking the enemies he or she
designates. Unlike most of the vine and the spirits, the animals provide no bonuses to the Druid Warrior
or his allies other then helping in combat and providing an extra target that the Druid Warrior's opponents
must attack. With the exception of the Spectral Raven, only one of the Dire Bear, Dire Wolf, or Spirit Wolf
animals can be summoned at the same time. The Spectral Ravens can always be summoned even if the Druid
Warrior has summoned a Dire Bear, the Dire Wolves, or the Spirit Wolves.
Dire Bear
Quantity or quality? That is the question that the Druid Warrior has to answer when they gain the ability to
summon a Dire Bear. The Druid Warrior has to choose between summoning a single Dire Bear or summoning three
Dire Wolves. One for one, there is no comparison, the Dire Bear is far stronger then a single Dire Wolf, but
with three Dire Wolves, enemies can be distracted and forced to spread out their attacks among four targets
instead of just two. However, the Dire Bear is incredibly strong and tough. Larger then even the largest bear
on Palladium, the Dire Bear has a feral look to it and has several bone protrusions sticking out across its
body. With dark brown fur and long, sharp claws and teeth, the Dire Bear is a dangerous looking animal.
- Racial Type: Supernatural Creature - Creature of Magic
- Attributes:
- I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its
abilities.
- P.S.: 32 (superhuman)
- P.E.: 22
- P.P.: 14
- Spd: 22
- Size: 12' to 16' (3.7 m to 4.9 m) long
- Weight: 1800 to 3200 lbs (816.5 to 1451.5 kg)
- Hit Points: 320
- S.D.C.: 460
- Natural Armor Rating: 13
- Horror Factor: 10
- Combat Skills: 6 attacks per melee, +6 to initiative, +10 to strike, and +6 to parry.
- Damage: The base damage for a bite attack is 2D6 and base damage for a claw strike is 3D6.
- Claw Strike: 1D4x10+10 S.D.C.
- Power Claw Strike: 2D4x10+15 S.D.C. (counts as two attacks)
- Bite Attack: 5D6 S.D.C.
- Power Bite Attack: 1D6x10 S.D.C. (counts as two attacks)
- Bear Hug: 5D6 S.D.C. per melee round and automatically pins target
- Bonuses: +4 to save vs. magic, +4 to save vs. toxins, and +4 to save vs. diseases.
- Penalties: None
- Natural Abilities:
- Animal Abilities:
Nightvision of 80' (24.4 m), prowl 30%, track by smell 80%, swim 850%, and climb
trees 20%. Immune to horror factor and is capable of a burst of speed that
increases Spd attribute to 44 for 3D4 minutes.
- Range of Control:
The Dire Bear must remain within 300' (91.4 m) of the Druid Warrior per level of
experience.
Dire Wolf
While the Spirit Wolf could be confused with a normal wolf to anyone not looking too closely, the dire
wolf will never be confused with a normal wolf. Much larger then a normal wolf, the dire wolf looks more
feral and powerful, with large teeth, body protrusions around its body, and long, silver-grey fur.
Although the Druid Warrior can only control up to three Dire Wolves, these creatures are very powerful
and fight viciously and fearlessly in combat. With powerful jaws and a tough hide, the Dire Wolves are
an excellent ally to the Druid Warrior. Often, once a Druid Warrior is capable of summoning the Dire
Wolves, they completely forsake the Spirit Wolves, counting on the increased strength and toughness of
the Dire Wolves to see them through more fights. Unfortunately, the Dire Wolves look very dangerous and
people will react accordingly. Due to their appearance, Dire Wolves are often mistaken for evil
creatures and are banned from most populated areas, except for cities in the Great Northern Wilderness,
where Druid Warriors are most common.
- Racial Type: Supernatural Creature - Creature of Magic
- Attributes:
- I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of
its abilities.
- P.S.: 24 (Superhuman)
- P.E.: 17
- P.P.: 22
- Spd: 80
- Size: 6' to 8' (1.8 m to 2.4 m) long with a tail 18" to 28" long (45.7 cm to 71.1 cm)
- Weight: 120 to 250 lbs (54.4 to 113.4 kg)
- Hit Points: 80
- S.D.C.: 180
- Natural Armor Rating: 10
- Horror Factor: 8
- Combat Skills: 5 attacks per melee, +6 to initiative, +10 to strike, and +8 to dodge.
- Damage:
- Claw Strike: 2D4 S.D.C.
- Bite Attack: 6D6 S.D.C.
- Power Bite Attack: 1D6x10 S.D.C. (counts as two attacks)
- Bonuses: +1 to save vs. magic, +1 to save vs. toxins, and +1 to save vs. diseases.
- Penalties: None
- Natural Abilities:
- Animal Abilities:
Nightvision of 150' (45.7 m), prowl 75%, track by smell 98%, swim 80%, can track by
scent at a distance of 3 miles (4.8 km), and can leap 8' (2.4 m) high and 20' (6.1
m) long. Immune to horror factor.
- Range of Control:
The Dire Wolf must remain within 500' (152.4 m) of the Druid Warrior per level of
experience.
Spectral Raven
The most basic animal that the Druid Warrior can summon is the Spectral Raven. Small and fast, but not very
strong, these creatures are not designed for frontline combat. Instead, the ravens can serve as scouts and
as messengers for the Druid Warrior. In addition, the Spectral Ravens are very good at making, pinpoint
attacks against an enemy and a common tactic is too use them to attack a target's eyes, hopefully blinding
the Druid Warrior's opponent. Spectral Ravens are only vaguely similar to the normal ravens. They have the
same shape, but the Spectral Ravens are about twice as large and their feathers have a silver sheen to them
and their beak resembles the beak of a bird of prey, not a normal raven. With the eyesight and hearing of a
hawk, the Spectral Raven is perfectly suited for its scouting role, but it must remain within a certain
range of the Druid Warrior, which can be limiting. A Druid Warrior can control up to five Spectral Ravens
and to outside observers all five are identical, but the Druid Warrior is fully capable of telling them
apart when needed.
- Racial Type: Supernatural Creature - Creature of Magic
- Attributes:
- I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its
abilities.
- P.S.: 12
- P.E.: 13
- P.P.: 18
- Spd: 77 flying
- Size: 18" to 24" (45.7 cm to 61 cm) long
- Weight: 15 lbs (4.5 kg)
- Hit Points: 4D6+10
- S.D.C.: 20
- Natural Armor Rating: 4
- Horror Factor: 6
- Combat Skills: 3 attacks per melee, +3 to initiative, +3 to strike, and +4 to dodge.
- Damage: The base damage for a bite or talon attack is 2D6 and base damage for a dive talon
attack strike is 3D6.
- Bite Attack: 23D6 S.D.C.
- Talon Attack: 2D6 S.D.C.
- Dive Talon Attack: 3D6 S.D.C.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Animal Abilities:
Nightvision of 300' (91.4 m), exceptional vision (can see a foot long rabbit at a
distance of up to 2 miles / 3.2 km), prowl 65%, track by smell 66%, and track by sight
80%. Immune to horror factor. Capable of bursts of speed that increase Spd attribute
to 110 (75 mph / 120 km/h) for up to 2D4x10 minutes. Capable of performing a dive
attack that increases Spd attribute to 220 (150 mph / 240 km/h).
- Pinpoint Attack:
The Spectral Raven can make accurate attacks even against the smallest of targets,
which allow it to make called shots as if they were normal attacks. For example, most
called shots require a strike roll of 14 or over to be successful, but the Spectral
Raven only needs to make a strike roll of 5 or greater, the same as a normal strike. Of
course, the target of the attack can dodge normally.
- Range of Control:
The Spectral Raven has the longest range of all of the summoned creatures, but it must
remain within 2 miles (3.2 km) of the Druid Warrior per level of experience.
Natural Abilities:
Spirit Wolf
The Spirit Wolf is the basic combat unit of the Druid Warrior. Any druid that takes some levels in the
summoning specialization quickly gathers a small pack of these wolves. Only slightly more powerful then a
normal wolf, these creatures retain all of the instincts of a normal wolf and can hunt and track targets as
a normal wolf. However, these creatures are special. They are more intelligent then a normal wolf and with a
Druid Warrior directing their actions, they are far more dangerous. Spirit Wolves are slightly larger then a
normal wolf with a longer snout filled with sharper teeth. Their fur is very soft and think and is
silver-grey in color and glistens in the light. A Druid Warrior can control up to five spirit wolves and
while he has complete control over their actions, when resting, they will circle the Druid Warrior to protect
him from danger.
- Racial Type: Supernatural Creature - Creature of Magic
- Attributes:
- I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of
its abilities.
- P.S.: 22
- P.E.: 14
- P.P.: 18
- Spd: 60
- Size: 5' to 6' (1.5 m to 1.8 m) long with a tail 14" to 20" long (35.6 cm to 50.8 cm)
- Weight: 80 to 150 lbs (36.3 to 68 kg)
- Hit Points: 50
- S.D.C.: 80
- Natural Armor Rating: 8
- Horror Factor: 6
- Combat Skills: 4 attacks per melee, +6 to initiative, +8 to strike, and +5 to dodge.
- Damage:
- Claw Strike: 1D4+3 S.D.C.
- Bite Attack: 3D6+7 S.D.C.
- Bonuses: None
- Penalties: None
- Natural Abilities:
- Animal Abilities:
Nightvision of 80' (24.4 m), prowl 70%, track by smell 90%, swim 80%, can track by scent
at a distance of 2 miles (3.2 km), and can leap 6' (1.8 m) high and 15' (4.6 m) long.
Immune to horror factor.
- Range of Control:
The Spirit Wolf must remain within 500' (152.4 m) of the Druid Warrior per level of
experience.
Vines
The vines are physical creatures like the animals, but, in general, they provide bonuses to the Druid
Warrior in addition to being an extra combatant like the Animals described above. Although originally
they were plants, the vines have been magically altered to resemble large snakes and they have a
vicious mouth that can deliver a powerful bite. Although they share a common origin, each vine is very
unique. One of the most important abilities that all vines share is their ability to magically burrow
through inanimate matter. A vine can burrow through sand, mud, stone, and walls as if they weren't
there, making it a useful ally to the Druid Warrior. A common tactic in combat is for the vine is hide
underground until mentally commanded by the Druid Warrior to attack, catching its target by surprise.
Only one of the Carrion Creeper, Poison Creeper, and Solar Creeper vines can be summoned at the same
time and only one vine is summoned.
Carrion Creeper
Useful only in certain circumstances, the Carrion Crawler vine appears to be a long, animated vine, with a
vicious looking mouth and sharp teeth on one end. Capable of burrowing through the ground rapidly and
devouring corpses with incredible speed, the Carrion Crawler is used to eat the bodies of recently dead
creatures. The Carrion Crawler then digests the body and transfers the energy and strength it is able to
take from the body back to the Druid Warrior. Although some consider this abhorrent, the Druid Warrior
knows that eating carrion is a part of nature and should not be denied simply because most humanoids
consider it repulsive. In addition to consuming corpses, the Carrion Crawler is also useful against undead
creatures, making them weaker and easier for the Druid Warrior to kill. Unfortunately, unless the Druid
Warrior is expecting to fight long battles against numerous opponents or expecting to face the undead, the
Carrion Crawler sees little use. The Carrion Creeper resembles a long, grey-black snake, except it is made
out of plant matter and when it is not moving it can be easily confused with a normal vine. At one end, the
vine ends with a vicious looking mouth that can expand similar to a normal snake. Like all vines, the
Poison Creeper has no apparent eyes or sensory organs, but it can see quite well and can sense objects
touching the ground within a specific radius.
- Racial Type: Supernatural Creature - Creature of Magic
- Attributes:
- I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its
abilities.
- P.S.: 13
- P.E.: 12
- P.P.: 17
- Spd: 20
- Size: 10' to 20' (3 m to 6.1 m) long with a diameter of 6" (15.2 cm)
- Weight: 80 to 120 lbs (36.3 to 54.4 kg)
- Hit Points: 1D4x10
- S.D.C.: 6D6+15
- Natural Armor Rating: 10
- Horror Factor: 14
- Combat Skills: 3 attacks per melee, +1 to initiative, +3 to strike, and +2 to dodge. Gains
an additional +1 to dodge when in water.
- Damage:
- Bite: 3D4 S.D.C.
- Constriction: 3D6 S.D.C. and pins the target
- Bonuses: +2 to save vs. magical toxins and +2 to save vs. all types of magic.
- Penalties: None
- Natural Abilities:
- Carrion Feeding:
This is the unique ability of the Carrion Creeper and although grisly for some people,
eating the dead is a perfectly ordinary part of nature. Unless it is commanded not to,
the Carrion Creeper will automatically start consume a dead opponent, never an ally, as
soon as it falls dead. It takes an entire melee round for the Carrion Creeper to
consume everything it wants to from the body, no matter how large it is. Each time the
Carrion Creeper consumes a body, the Druid Warrior gains the following bonuses: +3 to
PS, +2 to PE, +2 to PP, +2D4 to Spd, +5D6 S.D.C., and +2D6 PPE. These bonuses last for
1 hour and are cumulative. The bonus SDC is temporary as well and any damage the Druid
Warrior takes is subtracted from it before the Druid Warrior loses of his own SDC to a
damaging attack.
- Undead Disruption:
With its close relationship to death and carrion, the Carrion Creeper is able to emit an
invisible energy field that disrupts nearby undead creatures. All undead creatures that
are within 20' (6.1 m) of the Carrion Creeper lose 1 attack per melee and suffer a penalty
of -2 to all combat rolls. In addition, any damage from the Carrion Creeper or the Druid
Warrior, such as from a spell or an attack, inflicts double damage against an undead
creature that is within the radius of the disruption field.
- Burrowing:
The vine can travel through the ground as if it were swimming through water. The vine can
travel at its regular speed when traveling underground and can travel through any
inanimate material. Although it cannot travel through organic matter, it can still travel
through soil but pushing its way between the living matter like a worm. While underground,
the vine can travel directly underneath enemies of the Druid Warrior without them being
aware and if it strikes from this underground position, the vine gains a surprise attack
as if the target had been attacked from behind.
- Animal Abilities:
Nightvision 60' (18.3 m), Prowl 80%, climb 50%, and swim 60%. Immune to horror factor and
all types of non-magical toxins.
- Range of Control:
The Carrion Creeper must remain within 50' (15.2 m) of the Druid Warrior per level of
experience.
Poison Creeper
Unlike the Carrion Creeper, the Poison Creeper is built for combat, or at least its version of combat. Like
all the vines, the Poison Creeper can burrow through the ground at incredible speeds and its favorite tactic
is to burrow beneath an enemy and bite it by surprise. With its powerful venom delivered through its bite,
the Poison Creeper can aid the Druid Warrior by quickly moving about the battlefield, biting one opponent
after another, injecting all of them with one of its several venoms. The Poison Creeper resembles a long,
grey-green snake, except it is made out of plant matter and when it is not moving it can be easily confused
with a normal vine. At one end, the vine ends in a vicious looking mouth with four powerful fangs, each
capable of delivering a different venom. Like all vines, the Poison Creeper has no apparent eyes or sensory
organs, but it can see quite well and can sense objects touching the ground within a specific radius.
- Racial Type: Supernatural Creature - Creature of Magic
- Attributes:
- I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its
abilities.
- P.S.: 14
- P.E.: 14
- P.P.: 20
- Spd: 25
- Size: 10' to 20' (3 m to 6.1 m) long with a diameter of 6" (15.2 cm)
- Weight: 80 to 120 lbs (36.3 to 54.4 kg)
- Hit Points: 1D4x10+20
- S.D.C.: 2D6x10+30
- Natural Armor Rating: 10
- Horror Factor: 14
- Combat Skills: 4 attacks per melee, +3 to initiative, +5 to strike, and +4 to dodge. Gains
an additional +2 to dodge when in water.
- Damage:
- Bite: 4D4 S.D.C.
- Constriction: 3D6 S.D.C.
- Bonuses: +3 to save vs. magical toxins and +4 to save vs. all types of magic.
- Penalties: None
- Natural Abilities:
- Poison Bite:
The main ability of the poison creeper is its ability to deliver a powerful poison with
almost every bite it inflicts. Once per melee, the Poison Creeper can inject one of the
poisons described below into the victim, which must make a save vs. lethal poison, on a
successful bite attack. The first type of poison causes 4D6 points of damage immediately
and at the beginning of each melee for 2D4 melees on a failed roll and 1D6 points of
damage immediately on a successful roll. The second type of poison causes the victim to
become paralyzed for one melee round on a failed roll and suffers a penalty of -1 to all
combat rolls on a successful roll as their muscles become sluggish. The third type of
poison available to the Poison Creeper mystically drains the victim of 3D6 points of PPE
and 2D6 points of ISP on a failed roll and 1D6 points of PPE and 1D4 points of ISP on a
successful roll.
- Burrowing:
The vine can travel through the ground as if it were swimming through water. The vine can
travel at its regular speed when traveling underground and can travel through any
inanimate material. Although it cannot travel through organic matter, it can still travel
through soil but pushing its way between the living matter like a worm. While underground,
the vine can travel directly underneath enemies of the Druid Warrior without them being
aware and if it strikes from this underground position, the vine gains a surprise attack
as if the target had been attacked from behind.
- Animal Abilities:
Nightvision 80' (24.4 m), Prowl 80%, climb 60%, and swim 65%. Immune to horror factor and
all types of non-magical toxins.
- Range of Control:
The Poison Creeper must remain within 50' (15.2 m) of the Druid Warrior per level of
experience.
Solar Creeper
The most violent of all the vines, the Solar Creeper serves two purposes. It enhances the spell casting
abilities of the Druid Warrior and it is a useful fighter all on its own. Although it pales in comparison to
the Dire Bear, the Solar Creeper is an elusive, precise attacker. It uses its burrowing ability to protect
itself between attacks, appearing from beneath the ground only to strike at the enemies of the Druid Warrior.
The Solar Creeper is also the most intelligent of the vines and often works without the direct involvement of
the Druid Warrior. Like the other two vines, the Solar Creeper resembles a long, snake made out of plant
matter, but the Solar Creeper is golden-yellow in color. At one end, the vine ends in a vicious looking mouth
with a large number of razor-sharp teeth. Like all vines, the Solar Creeper has no apparent eyes or sensory
organs, but it can see quite well and can sense objects touching the ground within a specific radius.
- Racial Type: Supernatural Creature - Creature of Magic
- Attributes:
- I.Q.: Animal Intelligence, but follows the orders of the Druid Warrior to the best of its
abilities.
- P.S.: 17
- P.E.: 15
- P.P.: 21
- Spd: 20
- Size: 10' to 20' (3 m to 6.1 m) long with a diameter of 6" (15.2 cm)
- Weight: 80 to 120 lbs (36.3 to 54.4 kg)
- Hit Points: 2D4x10+40
- S.D.C.: 4D6x10+60
- Natural Armor Rating: 12
- Horror Factor: 14
- Combat Skills: 5 attacks per melee, +4 to initiative, +7 to strike, and +5 to dodge. Gains
an additional +2 to dodge when in water.
- Damage:
- Bite: 4D6 S.D.C.
- Constriction: 3D6 S.D.C.
- Bonuses: +6 to save vs. magical toxins and +5 to save vs. all types of magic.
- Penalties: None
- Natural Abilities:
- Enhance Magic:
The solar creeper enhances the magical abilities of the Druid Warrior. Each spell cast by
the Druid Warrior is cast as if the Druid Warrior were five levels higher and the spell
strength of all spells is increased by +2. In addition, the Druid Warrior regains PPE at
a rate of 5 points per minute in addition to the amount they regain if they are resting
or meditating. Finally, the Druid Warrior becomes more resistant to spells and gains a
bonus of +3 to save vs. all types of magic and spells that cause damage only inflict half
of their normal damage against the Druid Warrior.
- Burrowing:
The vine can travel through the ground as if it were swimming through water. The vine can
travel at its regular speed when traveling underground and can travel through any
inanimate material. Although it cannot travel through organic matter, it can still travel
through soil but pushing its way between the living matter like a worm. While underground,
the vine can travel directly underneath enemies of the Druid Warrior without them being
aware and if it strikes from this underground position, the vine gains a surprise attack
as if the target had been attacked from behind.
- Animal Abilities:
Nightvision 100' (30.5 m), Prowl 90%, climb 60%, and swim 70%. Immune to horror factor and
all types of non-magical toxins.
- Range of Control:
The Solar Creeper must remain within 50' (15.2 m) of the Druid Warrior per level of
experience.
Spirits
The spirits are special summoned creatures. They all appear as small balls of energy that measure 2' (0.6
m) in diameter and their main purpose is not combat, but to enhance the Druid Warrior and his allies. The
spirits are intelligent, the most intelligent of the creatures the Druid Warrior can summon, but they
have little understanding the world, making them similar to Elementals. They do not distinguish between
good and evil as a Human would, but they are dedicated to protecting the things that the Druid Warrior
hold dear. The spirits can communicate telepathically with the Druid Warrior as long as they are within
the range of control and are good for scouting missions, although as glowing balls of energy, they are not
very stealthy, especially at night. As balls of energy, the spirits are weightless and make no noise when
they move and are very difficult to damage, at least without magic, but they cannot pass through solid
objects, such as a door or a wall unless there is an opening at least 1" (2.5 cm) in diameter. All three
types of spirits provide bonuses to the Druid Warrior and a number of selected allies, which can include
any of the other summoned animals. Only one of the Heart of the Wolverine, Oak Sage, and Spirit of Barbs
spirits can be summoned at the same time and only one spirit is summoned.
Heart of the Wolverine
The Heart of the Wolverine is the ultimate spirit available to the Druid Warrior. Specializing in combat, this
blue-green, beach ball sized, globe on energy, assists the Druid Warrior, his summoned animals, and his allies
by magically increasing their combat abilities and the damage they deal with every attack. The Heart of the
Wolverine is the most powerful spirit that a Druid Warrior can summon and it is the most difficult to kill. In
addition, the Heart of the Wolvering spirit is the only spirit that will actively engage in combat with the
Druid Warrior, the others preferring to float above the battle and attack only those that attempt to attack
them with energy attacks. The Heart of the Wolverine, although not as powerful as the summoned animals, can be
a powerful addition to the Druid Warrior's entourage, especially if the Druid Warrior focuses on his
transformation abilities and regularity engages in melee combat.
- Racial Type: Supernatural Creature - Creature of Magic
- Attributes:
- I.Q.: 8
- P.E.: 14
- P.P.: 23
- Spd: 40
- Size: 2' (0.6 m) in diameter
- Weight: Weightless
- Hit Points: 100
- S.D.C.: 60
- Natural Armor Rating: 10
- Horror Factor: 8
- Combat Skills: 5 attacks per melee, +4 to initiative, +7 to strike, and +4 to dodge.
- Damage:
- Energy Beam: 4D6 S.D.C. (range of 150' / 45.7 m)
- Bonuses: +4 to save vs. all types of magic and +6 to save vs. psionics
- Penalties: None
- Natural Abilities:
- Combat Enhancement:
The Heart of the Wolverine enhances the Druid Warrior and his allies in combat by
increase their strength, speed, agility, and natural combat ability. The Druid
Warrior and up to one additional ally at levels 1, 3, 6, 9, 12, and 15 chosen by
the Druid Warrior begin to glow faintly blue-green and gain the following bonuses:
+6 to PS, +4 to PP, +10 to Spd, +2 attacks per melee, +1 to all combat rolls, and
+4 to save vs. horror factor. The Druid Warrior can change which allies gain the
benefits of the Heart of the Wolverine at will and can choose other summoned
creatures, but cannot choose the Heart of the Wolverine itself. The Druid Warrior
and his selected allies must be within 10' (3 m) of the spirit per level of
experience of the Druid Warrior to be affected by this ability.
- Damage Resistance:
The spirits are very hard to damage and kill. A spirit is immune to damage from
non-magical physical attacks, such as attacks from non-magical weapons and normal
creatures, and only takes half damage from physical attacks from a magical source,
such as a magical sword or from a natural weapon of a supernatural creature. However,
the spirit takes full damage from magical spells, psionic powers, and energy weapons
if applicable.
- Range of Control:
The Heart of the Wolverine must remain within 10' (3 m) of the Druid Warrior per level
of experience.
Oak Sage
The Oak Sage appears to be a beach ball sized globe of red light. Invulnerable to non-energy attacks, the Oak
Sage is difficult to kill in a land filled with swords and arrows, so its benefits are hard to eliminate,
unlike most of the other summoned creatures. The Oak Sage assists the Druid Warrior in two ways. First, it
provides what wisdom it has on nature and automatically knows critical details about any wilderness area the
Druid enters, such as where sources of clean water can be found or where are the greatest dangers to the
forest located. Secondly, the Oak Sage increases the health of the Druid Warrior, all other summoned
creatures, and the Druid Warrior's allies, making them harder to kill. Finally, the Druid Warrior and his
allies heal wounds much faster then they normally would. The Oak Sage, like all other spirits, appears to be
a translucent ball of red-colored energy about the size of a standard beach-ball. It floats near the Druid
Warrior, preferring to stay as close as possible without interfering with the Druid Warrior in any way.
- Racial Type: Supernatural Creature - Creature of Magic
- Attributes:
- I.Q.: 10
- P.E.: 12
- P.P.: 20
- Spd: 35
- Size: 2' (0.6 m) in diameter
- Weight: Weightless
- Hit Points: 30
- S.D.C.: 20
- Natural Armor Rating: 8
- Horror Factor: 8
- Combat Skills: 3 attacks per melee, +3 to strike, and +3 to dodge.
- Damage:
- Energy Beam: 1D6 S.D.C. (range of 50' / 15.2 m)
- Bonuses: +2 to save vs. all types of magic and +3 to save vs. psionics
- Penalties: None
- Natural Abilities:
- Sage Knowledge:
When summoned, the Oak Sage is magically instilled with the knowledge of the
surrounding area. This knowledge continues to expand even while the Druid Warrior
travels. This knowledge provides a +20% on all tracking and Wilderness skills and
provides the Druid Warrior with a +15% prowl bonus in any natural terrain that
he has been in for more then one hour.
- Enhanced Healing:
The Oak Sage enhances the Druid Warrior and his allies in combat by increasing
their healing capabilities. The Druid Warrior and up to one additional ally at
levels 1, 3, 6, 9, 12, and 15 chosen by the Druid Warrior begin to glow faintly
red and gain the ability to regenerate at a rate of 3D6 points of damage per
minute, in addition, any enhanced healing abilities already possess heal twice
the normal amount of damage and any healing spells or psionic powers used on an
affected person heals three times the normal amount of damage. The Druid Warrior
can change which allies gain the benefits of the Oak Sage at will and can choose
other summoned creatures, but cannot choose the Oak Sage itself. The Druid
Warrior and his selected allies must be within 10' (3 m) of the spirit per level
of experience of the Druid Warrior to be affected by this ability.
- Damage Resistance:
The spirits are very hard to damage and kill. A spirit is immune to damage from
non-magical physical attacks, such as attacks from non-magical weapons and normal
creatures, and only takes half damage from physical attacks from a magical source,
such as a magical sword or from a natural weapon of a supernatural creature.
However, the spirit takes full damage from magical spells, psionic powers, and
energy weapons if applicable.
- Range of Control:
The Oak Sage must remain within 30' (9.1 m) of the Druid Warrior per level of
experience.
Spirit of Barbs
Like the Oak Sage and the Heart of the Wolverine, the Spirit of Barbs is a beach-ball sized globe of light.
While the Oak Sage is supportive in nature and the Heart of the Wolverine is offensive in nature, the Spirit
of Barbs is defensive. The Druid Warrior, his summoned animals, and his allies all become harder to damage
and kill and their bodies and armor become covered with magical barbs that will latch onto anyone that
attacks them with a physical attack. Like the other spirits, the Spirit of Barbs is nearly invulnerable to
physical damage and is capable of defending itself by firing a beam of energy, but like the Oak Sage, the
Spirit of Barbs will only attack those that attack them with energy attacks. The Spirit of Barbs is dark
brown in color, but at night, it gives off no light and can be used to scout ahead of the Druid Warrior,
acting as an almost invisible, intangible, and silent spy. However, its espionage capabilities are still
limited by the relatively small distance that it can travel away from the Druid Warrior.
- Racial Type: Supernatural Creature - Creature of Magic
- Attributes:
- I.Q.: 8
- P.E.: 13
- P.P.: 21
- Spd: 40
- Size: 2' (0.6 m) in diameter
- Weight: Weightless
- Hit Points: 60
- S.D.C.: 40
- Natural Armor Rating: 10
- Horror Factor: 8
- Combat Skills: 4 attacks per melee, +2 to initiative, +5 to strike, and +3 to dodge.
- Damage:
- Energy Beam: 2D6 S.D.C. (range of 100' / 30.5 m)
- Bonuses: +3 to save vs. all types of magic and +4 to save vs. psionics
- Penalties: None
- Natural Abilities:
- Barb Skin:
The Spirit of Barbs enhances the Druid Warrior and his allies in combat by increasing
their ability to withstand damage. The Druid Warrior and up to one additional ally at
levels 1, 3, 6, 9, 12, and 15 chosen by the Druid Warrior begin to glow faintly brown
and gain a natural armor rating of 10 or a bonus of +2 to their AR if they already
have natural armor (to a maximum of 18). In addition, all damage from physical attacks,
either from a magical or a non-magical source, is reduced by 3 points and those
affected grow wicked looking barbs that magically protrude through any armor and
clothing they are wearing without harming the armor and clothes. These barbs cause all
hand-to-hand attacks by those affected to inflict an additional +1D6 points of damage
and all natural weapon attacks against those affected inflicts 1D4 points of damage on
the attacker as they are cut and caught on the sharp barbs. The Druid Warrior can
change which allies gain the benefits of the Oak Sage at will and can choose other
summoned creatures, but cannot choose the Oak Sage itself. The Druid Warrior and his
selected allies must be within 10' (3 m) of the spirit per level of experience of the
Druid Warrior to be affected by this ability.
- Damage Resistance:
The spirits are very hard to damage and kill. A spirit is immune to damage from
non-magical physical attacks, such as attacks from non-magical weapons and normal
creatures, and only takes half damage from physical attacks from a magical source,
such as a magical sword or from a natural weapon of a supernatural creature. However,
the spirit takes full damage from magical spells, psionic powers, and energy weapons
if applicable.
- Range of Control:
The Spirit of Barbs must remain within 50' (15.2 m) of the Druid Warrior per level of
experience.