Wanderer Druid
Druid Kit
Ability Requirements:
Con 10, Wis 13, Chr 15Prime Requisites: Wis
Races Allowed: Human, Half-elf, Halfing, Thri-kreen
Role: Normal druids only worship a single spirit and never worship another. This is not so with Wanderer Druids. A Wanderer Druid can, in one lifetime, worship hundreds of spirits and that is the way they love it. There is nothing that a Wanderer Druid loves more then to travel the desert and see the infinite variations of nature. There is something that they like about seeing all the many forms that a spirit can take. The Wanderer Druids like to look at the big picture and almost never spend much time focusing on individual things. In fact most Wanderer Druids think that worshipping only one spirit is very selfish because they are not sharing their gift of service with other spirits.
The spirits of the land have no problem with sharing a Wanderer Druid, for some reason they see the druid as a gift. A gift from what? No one knows, but the spirits will willingly give up the druid to another spirit at any time. Some other druids look down upon Wanderer Druids because they think that the spirits have some big plan to do something with the Wanderer Druids but there is no evidence to back any of it. For what ever reason the spirits like the Wanderer Druids they are keeping the reason to themselves.
The normal Wanderer Druid is found 99% of the time just walking about in the desert. That is the one thing that Wanderer Druids do best. Wanderer Druids covers enough sand in their lifetime to travel all over Table Lands once or twice. Another thing about Wanderer Druids is that a large number of these druids are Halfings -- it seems that after these Halfing druids have traveled all over the forest, they cross the mountains to see what other forms of nature they can find.
Weapon Proficiencies: Standard
Nonweapon Proficiencies: Bonus:Running,Survival Recommended:Mountaineering,Herbalism, Direction Sense,Navigation,Weather Sense
Armor/Equipment: Wanderer Druids are always over-prepared for what may only seem like a "small trip."
Special Benefits:
Good With Languages-Because Wanderer Druids travel so much they pick up on how to communicate with all plants and animals faster then other druids do. In game this means they learn how to speak with plants and animals that are not on their guarded land one level sooner then normal druids.
Faster Movement-When traveling long distances the Wanderer Druid is so used to going long distance that moving quicker just comes naturally to them. This means that the Wanderer Druids movement is increased by 1/3 when cross long distances.
Energy Storage-At 9th level the Wanderer Druid can store up life energy directly from the his current guarded land and live off this energy when he leaves his guarded land. The number of days that this energy lasts is equal to the amount of time the Wanderer Druid spends resting on his current guarded land. If the Wanderer Druid changes spirits any energy that he has stored for his past spirit is lost.
Increased Spirit Manifestation-Because the Wanderer Druid is seen as some kind of gift, when they enter the land of a spirit the chance of the spirit to manifest and ask the Wanderer Druid to worship him are increased by 25%. This is sometimes bad because the Wanderer Druid may not be ready to change Spirits but it is seen as very disrespectful to turn down an offer.
Time of Wandering-For such a plainly simple reason the wandering time of a Wanderer Druid never comes to an end until the charater drops the kit.
Special Hindrances:
Forced Spirit Contact-If he doesn’t get in contact with his spirit every now and then the spirit may think that the Wanderer Druid may have moved on to another spirit. If this happens and the Wanderer Druid has not moved on to another spirit they lose all of their abilities as a druid except for Increased Spirit Manifestation. The Wanderer Druid must find another spirit to gain back his abilities. The Wanderer Druid can never go back to the a spirit that they have already worshipped because the spirit won’t take them (They think it’s wrong to have the following of the same Wanderer Druid more then once).
NPC Ex.
Uinnis 4th level Halfing Wanderer Druid: A long time ago Uinnis decided to become a druid and help work with the spirits of the land. Surprisingly it was easier then she thought, it came so naturally to her. But Uinnis soon grew restless and she continued to wonder what other kinds of spirits of the land were out there. So she packed up and left. For years she walked along the base of the Ringing Mountains through endless jungle, meeting many spirits. Then one day she ran across a group of Halfings coming down from a small mountain tail. She stayed with them for awhile and listened to their stories of what lay on the other side. Uinnis could not clear her mind of the questions that formed in her head" 'are there any forest on the other side?', 'are there many spirits on the other side?', and 'what are those spirits like?' With these new questions she had to know what was on the other side and so she got the group of Halfings to bring her over the Ringing Mountains.
The trip across the mountains was a hard one but she perservered. When she first laid eyes on other side she was shocked -- it so big and endless she wondered if anything was living on this side. As she traveled into the desert she did find spirits, she found them in the rocks, in the sand, and in the air. It was the greatest thing she had ever seen, all these different spirits. Then it happened: the first time she meet humans, she was captured by them quickly and is now on her way to Tyr to be sold as a slave. In the time she has spent being carted across the desert she has picked up the basics of two (because of her 19 Int. and her 20 Wis.) languages, trader and Tyrian. Uinnis is now thinking of escaping but she is just waiting for the right time.
Uinnis is small even for a Halfing but what see doesn’t have in size she makes up for with brains. The only things that she can now call her own are the two scraps of leather that she is using to clothe herself. Uinnis has two green tattoos that run from the base of her neck down her back all the way to her feet. They are the marks that she wears to indicate that she is a druid. In her current position she has lost contact with her spirit and has no powers to help herself with but given time her brain will find a way to escape.