Tuesday, April 21, 2020

D&D Class: Calidar Druids, Pt. I

Guild Wars 2 Concept Art. Copyright © 2020, Kekai Kotaki. All Rights Reserved.
I was  disappointed years ago when I saw BECMI didn't offer a real druid character class but an add-on that sat well past my usual level of play. Now that I am working on a setting really deserving of specialist rangers and druids from level 1 onward, I endeavored to come up with alternate ideas to fill the gap. Calidar is a system-neutral game world, which means I design material intended to be converted into mainstream RPGs, usually OSR games. I drafted 6 variants to reflect different geographic settings, eliminating the idea that druids are uniquely designed for Celtic-style sylvan settings. Now we can have arctic druids, desert druids, even dwarven druids of the DiredarkI'm posting here a BECMI-specific conversion for review & kibitzing. Tell me what you think. Thanks!
            This material (its post-kibitzing version, that is) will be incorporated to the next series of Calidar booksIf the comment section at the end of this article isn't well suited for discussion, feel free to join the Calidar chat group on Facebook, or the one on MeWe.

Advancement: Calidar’s druids use the cleric's experience advancement (modified), base HD, combat and spellcasting abilities, as well as saving throws. See Spellcasting later, for more detail on this topic. Druids cannot Turn undead creatures. This replaces the BECMI druid described in the Rules Cyclopedia. Use your best judgement. Starting at their 10th level, these druids only earn +1 hit point per level.

Prerequisites: The two best rolls must be allocated to Wisdom and Charisma ability scores (in this order). The career is available to all races, provided they have a plausible backstory justifying a druidical career choice.
            Sherandol, Elëan, and Meruín elves are the most-likely candidates in Alfdaín. Elven druids often honor the following deities: Delathien (Sherandol, mostly as a patron deity of forests), Sphiel or Arëatha (Elëan, as gods of the sky, lightning, and thunder), or Durandil (Meruín, as the lord of the seas). Druids of the Dread Lands and those who do not worship gods receive their spells from the World Soul (see CC1 Beyond the Skies, pg. 206).
            Alignment is preferably Neutral. Adopting a divine liege’s ethos is acceptable, as long as the chosen god favors an aspect of nature, druids, or some relevant sphere of interest.

Demi-Humans: A number of older RPGs treat a character’s race as its one and single class. Using races other than human breaks this model. When adopting a druidic path demi-humans retain their racial abilities, such as night vision, secret door detection, choice of languages, immunities, and Defense Checks (whenever better than those attributed to druids). Combat abilities and martial skills in particular do not carry over. Base Hit Die should be a d6 for all races. Any original spellcasting ability is replaced with the druid spell progression.

Equipment: Druids favor non-metallic armor and weaponry (leather, cloth, bone, scale, shell, minerals, bark, woven roots, and organic fibers). Wearing armor with metallic components prevents spellcasting. Wooden shields are allowable. Suggested weapons include slings (leather and stone), short bows (wood and sinew), wooden spears and staves, clubs (wood and stone), as well as edged or bladed weapon made from elven ironwood.

Spellcasting: Most games offer a specific spell list for druids. For those games that do not, use primarily cleric spells affecting plants, insects, animals (both normal and giant size), weather, and the four elements of nature—earth, air, fire, and water. Magic-user spells that clearly fit this description may be acceptable, but should be treated as one Spell Level lower than the magic-user’s version (minimum Level I), except for conjuration/summoning spells which should be one Spell Level higher (maximum Level VII). As a rule of thumb, charms affecting people and animals are acceptable; evocation spells aren’t (such as balls of fire and bolts of lightning without a nearby source). If unsure, the referee makes the final call.

Calidar Druid Advancement Table

XP
Levels
Special
Abilities
Spell Levels
I
II
III
IV
V
VI
VII
0
1
1st Circle
0






1,650
2
1
3,300
3
2
6,600
4
2nd Circle
2
1
13,200
5
2
2
28,750
6
3rd Circle
2
2
1
57,500
7
3
2
2
115,000
8
4th Circle
3
3
2
1
230,000
9
3
3
3
2
360,000
10
5th Circle
4
4
3
2
1
480,000
11
4
4
3
3
2
600,000
12
6th Circle
4
4
4
3
2
1
720,000
13
5
5
4
3
2
1
840,000
14
5
5
5
3
3
2
960,000
15
6
5
5
3
3
3
1,080,000
16
6
5
5
4
4
3
1,250,000
17
7th Circle
6
6
5
4
4
3
1
1,375,000
18
6
6
5
4
4
3
2
1,500,000
19
7
6
5
4
4
4
2
1,690,000
20
Ultimate Circle
7
6
5
4
4
4
3
1,820,000
21
7
6
5
5
5
4
3
1,950,000
22
7
6
5
5
5
4
4
2,080,000
23
7
7
6
6
5
4
4
2,210,000
24
8
7
6
6
5
5
4
2,340,000
25
8
7
6
6
5
5
5

Favored Settings: Although druids initially share common spellcasting talents and special abilities, their effectiveness varies depending on the druids’ native environments. Six main settings are fleshed out in this article: Midlands, Wastelands, Frostlands, The Deep, Diredark, and The Stars. Druids also must reside outside settled areas.
            Midlands: This setting includes primarily temperate grasslands, moors, marshes, bogs, and forests. It is the expected environment for Sherandol elves. A Midlands choice requires selecting Either temperate Or tropical options; the latter focuses on savanna, rainforest, or swamps such as may be found in the Dread Lands.
            Wastelands: It is the realm of deserts and low, open scrublands—generally hot and arid regions. Alfdaín does not feature this setting. Wastelands druids are more appropriate in Narwan.
            Frostlands: This includes taiga, boreal forests, tundra, cold uplands, and permanently snowbound or frozen regions. It is one environment that mountain-dwelling Elëan favor.
            The Deep: The aquatic realm of the Meruín elves governs marine, riverine, and lacustrine settings at any latitude, from fathom to sea spray.
            Diredark: The euphemistic label refers to Calidar’s subterranean world. Although the Tolarin find it appealing, it is the ancestral realm of the Sòldor elves. Dwarven druids are said to thrive in the Diredark of Araldûr.
            The Stars: This realm encompasses all that lies beyond the skies. Its druids honor all that lies in the Great Vault, dabbling with ethereal winds, space dust, alien radiations, and all natural phenomena under the stars.

Earning Circles
            Special abilities belong in successive Circles which druids earn as their careers progress. All druids start at the 1st Circle, which relates to their native settings. In addition to mastering a new Circle in their native settings, druids may Either choose an additional 1st Circle in a different setting Or upgrade another acquired earlier.
            For example: A druid reaching 3rd Circle in the native setting can either pick up a new 1st Circle or bump one acquired earlier to 2nd Circle. The end result therefore could be a druid with one native 3rd Circle and two acquired 1st Circles, or one native 3rd Circle and one acquired 2nd Circle.
            Which new settings are available to a druid moving up the advancement chart remain at the referee’s discretion. Choice could be limited to those geographically closest to the druid’s native setting or to those in which the druid has had relevant adventuring. Some races or chosen settings could also disqualify certain choices. Consider the following list:
  • Elëan elves should pick The Deep and the Diredark as their last possible choices for new settings.
  • Meruín and Tolarin elves should keep the Wastelands as their last possible choice.
  • Sherandol and Sòldor elves as well as druids with Midlands or Diredark Circles should keep The Stars as their last choice.
  • Wastelands become a last choice for druids with Frostlands or The Deep, and vice versa.
Terminology: Throughout the following text, Circles refer to special abilities connected with specific settings. Settings refer to geographical areas. A native Circle is the one a druid starts with; an acquired Circle refers to a setting earned later on; a foreign Circle relates to a setting that hasn’t been acquired yet.

1st Circle

Languages: Druids earn one language in addition to those available when rolling up a new character, plus one more for each new Circle in the native setting. Languages must relate to creatures common to the druids’ native and acquired settings (use your best judgement). For example: a druid of the Midlands would naturally favor the languages of woodland beings but may later on pick instead the language of a marine or lacustrine being if that Circle is acquired. Languages are similar among families of animals, based on taxonomy. For example: all canidae speak the same language (dogs, wolves, foxes, etc.); all felidae talk alike (cats, lions, panthers, etc.)

Skills: Druids also earn two non-combat skills in addition to those available when rolling up a new character, plus one more for each new Circle in the native setting. If relevant, Ability Checks for using these skills in native and acquired settings are rolled twice; the best score applies. Roll only once in foreign settings.
            Suggested skills: Animal Handling (Wis), Dowsing (Wis), Herbal Medicine (Int), Knowledge of Flora and Fauna* (Int), Mysticism (Wis), Nature Lore (Int), Perception (Wis), Star Gazing (Int), Survival (Int), and Weather Sense (Wis). (*) Fauna concerns natural wildlife: animals and giant animals as opposed to monsters.

Affinity with Wildlife: A Charisma Check can be rolled whenever a druid encounters wildlife (includes giant versions of normal animals but not monsters or the familiars of other characters). This roll incurs a –2 penalty in foreign settings.
            The encountered creature is only hostile or frightened with a critical failure, merely cautious with a simple failure, or friendly with a successful roll. With a critical success, the druid may establish an empathic link with the creature if it is common to the druid’s native setting; the link is permanent until dismissed. If so linked, the druid can opt to retain the creature as a familiar provided its Hit Dice are no greater than ¼ of the druid’s (does not include insects, microbes, venomous, or non-intelligent life forms).
            The number of creatures druids can maintain links with is equal to the sum of their native and acquired Circles (thus, up to 15 maximum). The links’ range is 300 yards per Circle (up to 4,500 yards or about 2½ miles). Keep track of creatures that druids could have selected as their familiars because it defines what druids can shapechange into later in their careers.

Druidic Aura: Once a day, druids may invoke an aura 20’ feet radius lasting until dismissed or dispelled. Initially limited to the druids’ native setting, this ability also extends to acquired settings 3rd Circle or better. The effects are as follows:
            Midlands, Frostlands, & Wastelands: When in the appropriate setting, anyone outside this aura must succeed a Perception Check to see anyone within.
            The Deep, The Stars: Renders surrounding conditions breathable to all within the aura.
            Diredark: Coats all creatures and objects with a faint glow within 20’ per Diredark Circle. Concealed and magically invisible creatures, or those with Hit Dice greater than the druid’s, can roll a saving throw to escape detection.

Druidic Divination: This ability enables druids to sense the existence of curses and enchantments disturbing the local balance of nature. Divination does not work inside buildings and only functions underground for Diredark druids. Though single objects generally do not fit this description, a cursed or enchanted location definitely does. At the referee’s discretion, an area that has been fouled or poisoned can be detected as well.
            Divination does not reveal the actual location of what is sensed unless it lies within plain sight. Its range extends 100 yards per Circle in the relevant setting (therefore it is unavailable in foreign settings). Deliberate use of this ability requires a roll of 1 or 2 on a d6, or fortuitously with a roll of 1 from the referee.
            When Ghülean magic or Starfolk technology are involved, increase these success scores +1 (+2 for druids of the Stars). More information about Ghüle is given in CAL1 In Stranger Skies, page 55 and CC1 Beyond the Skies, page 244. Starfolk are introduced in CAL1 In Stranger Skies, page 59.
            With a 1 on a d6 (no fortuitous detection), druidic divination also reveals the existence of Seitha (see CC1 Beyond the Skies, page 205), raw mana (as described in CAL2 On Wings of Darkness, page 94), a place haunted by the undead, or the lair of creatures afflicted with therianthropy (werewolves, werebears, etc.)

2nd Circle

Pass Through: Druids can pass without movement penalty or discernible footprints through certain terrain types relevant to their native settings (and acquired settings 4th Circle or better), as follows:
  • Midlands: Temperate—overgrown areas, briar patches, marshes. Tropical—jungles, swamps, mud, wet quicksand. Once a day, Midland druids can teleport 90’ from behind a tree to another.
  • Frostlands: Snow fields, icy surfaces, thinly frozen surfaces (without breaking through, if unencumbered). Once a day, Frostlands druids can teleport 90’ from behind a snowdrift to another (use clouds while in flight for Elëan druids).
  • Wastelands: Loose sands, dunes, dusty surfaces, dry quick sand. Once a day, Frostlands druids can turn into dust devils, travel 90’ in two combat actions, and reappear in normal form.
  • The Deep: Strong currents, undertows, riptides, whirlpools. Once a day, druids of the Deep can teleport 90’ from one area of sea spray to another.
  • Diredark: Loose gravel, unstable or slippery stones, rocky slopes up to 60 degrees inclination. Once a day, Diredark druids can teleport 90’ while below ground, to and from shadowy spots (but not in total darkness).
  • The Stars: Low gravity surfaces, wild space (shifting force fields and kinetically compromised areas); no Dexterity penalties apply while in weightless conditions. Once a day, Star druids can teleport 90’ to and from moonlit or starlit areas (away from direct sun exposure or total darkness).

3rd Circle

Shapechange: Up to three times a day, druids can transform into the kinds of animals with which they’d established empathic links at least once earlier in their careers, and which would qualify as suitable choices for familiars (see 1st Circle Affinity with Wildlife, earlier). Druids cannot change into the same sort of animal more than once per day. The change is permanent until dismissed or dispelled. While in other forms, shapechanged druids are like the chosen animals in all ways (hit points, HD, AC, saves, natural abilities, etc.) but in mind. Spellcasting and Circle-related abilities aren’t available in animal form. If unencumbered when the transformation takes place, druids can opt to merge carried equipment with their new forms.

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