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Chosen of the Overgods - Chapter 1: Temple of the Frog
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<blockquote data-quote="KirayaTiDrekan" data-source="post: 6298466" data-attributes="member: 6755061"><p>Any ideas on race?</p><p></p><p>Here is the (house ruled) OD&D druid info to get you started on stats.</p><p></p><p>First, a note on my house rules - my OD&D house rules are designed to make it play smoother and bring it closer to BECMI. Conversely, I'll be house ruling BECMI to allow for some of the options OD&D has that BECMI doesn't when we get to that point (though things like druids and assassins will be name level options instead of 1st level options).</p><p></p><p><strong>Druid</strong></p><p><strong></strong></p><p>You are a servant of nature itself, also known as the Old Faith, and eschew the worship of gods. The Old Faith sees the gods as just as fickle as mortals and ultimately just as upsetting to the balance the Old Faith espouses. Balance in all things is nature's way and so it is your way.</p><p></p><p>Your "holy symbol" used in the casting of spells is a sprig of mistletoe.</p><p></p><p>You have the following special abilities:</p><p></p><p>1. Identify pure water.</p><p>2. Identify plants.</p><p>3. Identify animals (in this context, an animal is any naturally creature that currently exists or has existed at some point on Earth).</p><p>4. Pass through undergrowth (naturally occurring brambles, thorns, underbrush, etc).</p><p>5. Shapechange (gained at 5th level - you may assume the form of a mammal, bird, or reptile each once per day (that is, you can become a mammal once per day, a bird once per day, and a reptile once per day), ranging in size from a raven or house cat at the smallest to a small bear (black bear) at the largest. Upon doing so, you heal 10 to 60% of any damage you have suffered).</p><p>6. Immune to the charm effects of woodland and water creatures (nixies, dryads, etc).</p><p>7. Able to speak the Druidic language. At 5th and 6th level, choose an additional language from the following - Pixie, Nixie, Dryad, Elvish, Treant, Hill Giant, Centaur, Manticore, and Green Dragon (note that some of these are dialects of a greater language and you will be able to communicate passably with other creatures with other dialects - for example, your knowledge of the Hill Giant dialect will enable you to have a rough and basic conversation with a stone giant).</p><p>8. Weapons are limited to daggers, sickles, crescent-shaped swords (scimitars), spears, slings, and oil.</p><p>9. Armor is limited to leather armor and wooden shields.</p><p>10. +2 bonus on all saving throws against fire-based effects.</p><p></p><p>Druids have an obligation to protect the woodlands, animals, and plants. Most druids will seek retribution against those who harm nature, rather than intervene in the act itself.</p><p></p><p>Level Title (6th Level, 20,000 XP): Initiate of the 5th Circle</p><p>Hit Points - 5d6</p><p>Spells Per Day: 3 1st, 2 2nd, 2 3rd</p><p></p><p>1st Level Druid Spells - Predict Weather, Locate Animals, Detect Snares & Pits, Detect Magic, Purify Water, Faerie Fire</p><p></p><p>2nd Level Druid Spells - Produce Flame, Locate Plants, Speak with Animals, Cure Light Wounds, Obscurement, Create Water, Heat Metal, Warp Wood</p><p></p><p>3rd Level Druid Spells - Pyrotechnics, Protection from Fire, Call Lightning, Cure Disease, Hold Animal, Plant Growth, Water Breathing, Neutralize Poison</p><p></p><p><em>Saving Throws for a 6th Level Druid (and Cleric)</em></p><p><em></em></p><p>Death Ray or Poison: 9</p><p>Magic Wands: 10</p><p>Paralysis or Turn to Stone: 12</p><p>Dragon Breath: 14</p><p>Rod, Staff, or Spell: 13</p><p></p><p><em>Attack Rolls for a 6th Level Druid (and Cleric)</em></p><p><em></em></p><p>17 to hit AC 0</p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6298466, member: 6755061"] Any ideas on race? Here is the (house ruled) OD&D druid info to get you started on stats. First, a note on my house rules - my OD&D house rules are designed to make it play smoother and bring it closer to BECMI. Conversely, I'll be house ruling BECMI to allow for some of the options OD&D has that BECMI doesn't when we get to that point (though things like druids and assassins will be name level options instead of 1st level options). [B]Druid [/B] You are a servant of nature itself, also known as the Old Faith, and eschew the worship of gods. The Old Faith sees the gods as just as fickle as mortals and ultimately just as upsetting to the balance the Old Faith espouses. Balance in all things is nature's way and so it is your way. Your "holy symbol" used in the casting of spells is a sprig of mistletoe. You have the following special abilities: 1. Identify pure water. 2. Identify plants. 3. Identify animals (in this context, an animal is any naturally creature that currently exists or has existed at some point on Earth). 4. Pass through undergrowth (naturally occurring brambles, thorns, underbrush, etc). 5. Shapechange (gained at 5th level - you may assume the form of a mammal, bird, or reptile each once per day (that is, you can become a mammal once per day, a bird once per day, and a reptile once per day), ranging in size from a raven or house cat at the smallest to a small bear (black bear) at the largest. Upon doing so, you heal 10 to 60% of any damage you have suffered). 6. Immune to the charm effects of woodland and water creatures (nixies, dryads, etc). 7. Able to speak the Druidic language. At 5th and 6th level, choose an additional language from the following - Pixie, Nixie, Dryad, Elvish, Treant, Hill Giant, Centaur, Manticore, and Green Dragon (note that some of these are dialects of a greater language and you will be able to communicate passably with other creatures with other dialects - for example, your knowledge of the Hill Giant dialect will enable you to have a rough and basic conversation with a stone giant). 8. Weapons are limited to daggers, sickles, crescent-shaped swords (scimitars), spears, slings, and oil. 9. Armor is limited to leather armor and wooden shields. 10. +2 bonus on all saving throws against fire-based effects. Druids have an obligation to protect the woodlands, animals, and plants. Most druids will seek retribution against those who harm nature, rather than intervene in the act itself. Level Title (6th Level, 20,000 XP): Initiate of the 5th Circle Hit Points - 5d6 Spells Per Day: 3 1st, 2 2nd, 2 3rd 1st Level Druid Spells - Predict Weather, Locate Animals, Detect Snares & Pits, Detect Magic, Purify Water, Faerie Fire 2nd Level Druid Spells - Produce Flame, Locate Plants, Speak with Animals, Cure Light Wounds, Obscurement, Create Water, Heat Metal, Warp Wood 3rd Level Druid Spells - Pyrotechnics, Protection from Fire, Call Lightning, Cure Disease, Hold Animal, Plant Growth, Water Breathing, Neutralize Poison [I]Saving Throws for a 6th Level Druid (and Cleric) [/I] Death Ray or Poison: 9 Magic Wands: 10 Paralysis or Turn to Stone: 12 Dragon Breath: 14 Rod, Staff, or Spell: 13 [I]Attack Rolls for a 6th Level Druid (and Cleric) [/I] 17 to hit AC 0 [/QUOTE]
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