By Glenn Dean, Staff Reviewer d20 Magazine Rack
Sizing up the Target
Druids & Druidism is a 70-page PDF supplement written by Thomas Knauss published by Bastion Press. It is available as a $7.99 download.
First Blood
Druids & Druidism is a d20 supplement designed to provide druid players and wilderness-based campaigns with some additional options, especially powers and abilities that will harness the powers of the natural world and confront forces pillaging nature. In the words of the author, this is a guide to “how not to be a passive, anti-social vegetarian!”
The supplement begins by introducing eight prestige classes designed for druids – though most requirements are general enough that these prestige classes could be applied to barbarians, rangers, or appropriately multi-classed characters. The prestige classes fall generally into two categories: those focused on a particular habitat, and those focused on particular animals. The Highlander is a mountain druid, for example, while the Guardian of the Oasis is adapted to life in the desert. The Lord of the Flies has an affinity to insects, while the Packleader adapts himself to a wolf pack. Each of the prestige classes maintains full spellcasting ability (+1 spellcaster level), and while my experience is normally that that particular feature tends to overpower prestige classes, overall these classes are very well designed. The entry requirements are appropriate, the special abilities gained are tied the particular background, and powerful abilities are balanced out nicely – these classes are good examples of how to design a prestige class to fill a particular role, and still have it make sense within the context of both the campaign and the game rules.
Twenty-three wilderness feats make up the next section of the supplement, and these run the gamut of tracking skills (Bloodhound), wilderness affinity (Gardner, Attuned), focus against particular opponents (Child of the Wilderness, vs. fey), combat (Lie in Wait, an ambush feat), and non-combat (Coax venom, Homeopath). These feats provide a nicely varied range that any wilderness-based character can find something to provide a little more individuality, and enhance spellcasting, combat, roleplaying, or skill use.
A chapter entitled “Nature’s Handiwork” discusses working with natural materials to produce useable items for the campaign. There are both beneficial and baneful applications: homeopathic remedies and a selection of herbs for long term healing, which provides a nice touch for a wilderness based campaign, contrasted to a treatment of a number of poisons, including a discussion of the availability and methods of obtaining various snake venoms. The most useful section of this chapter in my mind is the treatment of leather and hide armors; there are methods for making unique armors from various monster hides including such widely varied sources as ankhegs, remorhaz, giants, and mind flayers. No longer are dragon scale and cowhide the druid’s only options for armor!
The chapter on magic provides 27 druid and ranger spells to expand the wilderness repertoire, most of these are based upon animal skills or attributes, or ties to various weather phenomenon. Spells include useful applications like Bat Senses; an armor enhancement – Rhino Hide; Imbue Animal Companion, to provide some magical ability to the druid’s animal companion; and the frightening Fission – a 9th-level “druid nuke” that literally explodes a single target. These spells provide some more “woodsy” options than much of the traditional spell list. Magic items are addressed as well, and include a number of new abilities and specific magic items for hide and leather armors, druid weapons, wood and bone rings, magical staves – nice to have more druid-focused items in this category – and some wondrous items. Some of the magical items, like the Crown of Thorns, make for some great roleplaying flavor by combining both beneficial powers and drawbacks in the same item.
The final three chapters of the supplement provide a number of ideas and discussions that provide not only some basic game mechanics, but also useful ideas for roleplaying druids in the campaign. There is a discussion of creating druid circles – both the physical circle, and the organization of druids that accompanies it. The discussion of joining the circle, contests, ceremonies, and ascension provide both a way to introduce prestige classes to the campaign, but also opportunities for playing a bit of wilderness politics, which is a treatment of the druid that harks back to early editions of the game. Some time is spent in discussion of choosing an appropriate animal companion to the druid’s favored habitat, and how the lifestyle of the druid and animal must be adapted to their new relationship. There are mechanics for locating rarer animal companions by availability and type of terrain, so the druid’s animal companion can be the result of a useful adventuring quest rather than just an “off-screen” occurrence if you wish. Finally, there is a discussion of reconciling former druids – both the “Abandoned” who have left the faith, and the “Black Thumb”: the evil anti-druid.
The supplement contains two files: a black & white printer-friendly version, and a full-color version. Some of the artwork in the color version is quite nice – the gnolls on page 19 being my particular favorite.
Critical Hits
Druids & Druidism provides a number of great options for customizing wilderness based characters, particularly if you’re running a campaign in a location that doesn’t fit the agrarian assumptions of the core game. Whether your game is set on arctic tundra, on the ocean, or in the desert, there are useful applications here. The terrain and habitat approach to the druid is quite useful, and the work as a whole is well rounded, touching a little bit on every aspect of druids, druidism, and the wilderness in general.
Bastion Press has done a great job with some of the game design in this effort. Many of the mechanics are a great blend of good flavor and appropriate mechanics to accomplish it – the prestige classes in particular being quite appropriate and nicely balanced for the roles they fit.
Critical Misses
While Druids & Druidism is a very solid work, well designed and nicely put together, it is one of a number of wilderness or druid-focused products on the market. It has a little bit of subject matter overlap with Bastions Press’ herbalism supplement (Alchemy & Herbalism), for example. No single element of it really stands out to me as a “must have”; we’re not talking revolutionary developments here, merely fleshing out some options. As a well-rounded treatment it’s a good purchase; if you’re looking for something dramatically original, this won’t seem much different than similar works on the market.
Coup de Grace
Druids & Druidism is a nicely formatted, all encompassing look at druids and wilderness subjects that is 100% open content. Nicely balanced mechanics comply well with the core d20 mechanics; both players and GMs will likely find something useful in this product if the campaign has more than a casual wilderness bent. Its only real fault is perhaps not standing out enough from a host of other d20 products – certainly a minor criticism.
To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to The Critic's Corner at www.d20zines.com.