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Vermin-ous Druids (?)
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<blockquote data-quote="Avatar of the North" data-source="post: 32264" data-attributes="member: 917"><p>Incase you can't find the your 2e Books here are the two kits you might want; Hivemaster and Lost Druid. (hive master is the main one though)</p><p></p><p>i was actually with the Animal X spell to Vermin X spell suggesting that your character only be able to cast Vermin Friendship, Vermin Growth and such. He woulld completely lose the Animal versions of the spells.</p><p></p><p>Maybe limiting your Wildwhape to only vermin creature and as a side benefit of minorly restricting your wildshape abilities you might get access to the Spider domain from the FRCS (if you have that book)</p><p></p><p>Hivemaster</p><p> </p><p> The Hivemaster druid lives to foster insectoid and arachnid life wherever it exists. Most low-level Hivemasters, such as Cagua (pictured on the next page) work as beekeepers or the like.</p><p> Role: Hivemasters appear somewhat enigmatic. Many attempt to instill insectoid virtues in their followers, such as patience, hard work, and close cooperation. Some higher-level Hivemasters even attempt to influence human societies to adopt a communal pattern modeled on that of hive insects. Others--often styling themselves Webmasters--take on the patient, deadly personas of predator arachnids or insects such as dragonflies or spiders, ruthlessly hunting down (or lying in wait to trap) the enemies of the druidic order. A Hivemaster--s grove usually centers around the dwelling place of the creature for which the druid has the greatest affinity--a forest covered with spider webs, a field with beehives, etc.</p><p> Branch Restrictions: None.</p><p> Weapon Proficiencies: Recommended-- scimitar, staff.</p><p> Secondary Skills: Farmer, woodworker/carpenter.</p><p> Nonweapon Proficiencies: Recommended--(general) agriculture; (warrior) animal lore, endurance, set snares.</p><p> Equipment: The druid should spend her initial allotment of gold pieces entirely on equipment, as she loses any unspent starting money in excess of 1 gp.</p><p> Special Benefits: A Hivemaster receives a +4 bonus to saving throws against stings or bites of poisonous insects or arachnids, including giant versions.</p><p> The druid also gains a +4 bonus on agriculture, animal training, and animal lore proficiency checks concerning insects or arachnids, and can apply the animal training proficiency to giant insects and arachnids.</p><p> A Hivemaster like Cagua may pass harmlessly through spider webs of all sorts, including webs created by the web spell. When she casts a summon insects, giant insect, creeping doom, or insect plague spell, the player increases her effective level by three.</p><p> Upon reaching 7th level, the druid gains the ability to shapechange into a giant insect or arachnid type once per day. She can take the form of a nonpoisonous giant ant, giant centipede, giant spider, or giant wasp. The Hivemaster may assume this insectoid form instead of one of her other shapechanging choices (bird, mammal, or reptile). For example, Cagua may choose to avoid the bird form today in favor of the insectoid form, but tomorrow she may decide not to shapechange into reptile form. The druid still can assume only three forms per day, just like the normal druidic shapechanging ability. Note: Gray druids with the Hivemaster kit may assume the insectoid form instead of any one of their usual shapechanging choices: mammal, reptile, or nonpoisonous giant spider.</p><p> Special Hindrances: The Hivemaster's animal friendship, speak with animals, and summon animals spells allow her to summon or communicate with only insects, giant insects, or arachnids. Hivemasters receive a -3 penalty when using animal proficiencies (animal lore, animal training, etc.) on creatures that are not insects or arachnids.</p><p> Wealth Options: 3d6-10 gp.</p><p></p><p>Lost Druid</p><p> </p><p> The strangest members of the druidic order, Lost Druids find that many other druids no longer consider them kin. The Lost Druids come from lands that have been maliciously destroyed--forests burned to the ground, swamps drained, mountains ruined by mining, and so on. Rather than try to rebuild or move on, a Lost Druid such as Struma (pictured next page) allows his heart to darken from brooding on the devastation and embraces strange magic to seek revenge.</p><p> Under extreme stress (and the DM's discretion), a druid may renounce a particular kit forever and become a Lost Druid. Druids of 2nd or higher level lose one level as a result of the change but suffer no other penalties. Note that this is an exception to the rule on abandoning kits (p. 42), so the DM may wish to restrict it to NPCs.</p><p> Role: Lost Druids always feel bitter. Sometimes they go insane, their hearts filled with an insatiable, often impossible, desire for vengeance against those who destroyed their land. For instance, say Struma became a Lost Druid when he found his forest destroyed by orcs. He may attempt to plot the downfall of the entire orcish race and the death of every last orc. Most Lost Druids live solitary existences, but sometimes they group together, often within the sinister Shadow Circle. (See Chapter 3: The Druidic Order.)</p><p> Branch Restrictions: None.</p><p> Weapon Proficiencies: Recommended-- scimitar, staff.</p><p> Secondary Skills: Hunter, weaponsmith.</p><p> Nonweapon Proficiencies: Recommended--(priest) herbalism, spellcraft; (warrior) animal lore, endurance, set snares, survival.</p><p> Equipment: A Lost Druid such as Struma should spend his initial allotment of gold pieces entirely on equipment, as he loses any unspent starting money in excess of 1 gp.</p><p> Special Benefits: The druid gains minor access to the Necromancy spell sphere. Upon reaching 6th level, he gains an additional power, the ability to animate dead animals. Treat this power as the priest spell animate dead; however, the druid may use it only once per day, and it affects 1 HD of normal (real-world) animals per level of the druid.</p><p> Special Hindrances: The Lost Druid cast only the reversed versions of heal or cure spells.</p><p> As a Lost Druid, Struma may never attain Grand Druid status, and thus may not progress past it to hierophant rank. A character of Grand Druid or hierophant rank may not become a Lost Druid.</p><p> All rangers and druids with other kits react to Lost Druids at a -4 penalty, usually with a mixture of pity and fear. (Other Lost Druids have only a -2 penalty to encounter reactions.) Most druids consider Lost Druids enemies and attempt to hunt, slay, or imprison them.</p><p> Wealth Options: 3d6x10 gp.</p><p></p><p></p><p></p><p>BTW, are you the left or the right Hand of Vecna. I know this question came up on the older boards but i've forgotten. Anyways happy killing poor PC that attach you to their arm stumps</p></blockquote><p></p>
[QUOTE="Avatar of the North, post: 32264, member: 917"] Incase you can't find the your 2e Books here are the two kits you might want; Hivemaster and Lost Druid. (hive master is the main one though) i was actually with the Animal X spell to Vermin X spell suggesting that your character only be able to cast Vermin Friendship, Vermin Growth and such. He woulld completely lose the Animal versions of the spells. Maybe limiting your Wildwhape to only vermin creature and as a side benefit of minorly restricting your wildshape abilities you might get access to the Spider domain from the FRCS (if you have that book) Hivemaster The Hivemaster druid lives to foster insectoid and arachnid life wherever it exists. Most low-level Hivemasters, such as Cagua (pictured on the next page) work as beekeepers or the like. Role: Hivemasters appear somewhat enigmatic. Many attempt to instill insectoid virtues in their followers, such as patience, hard work, and close cooperation. Some higher-level Hivemasters even attempt to influence human societies to adopt a communal pattern modeled on that of hive insects. Others--often styling themselves Webmasters--take on the patient, deadly personas of predator arachnids or insects such as dragonflies or spiders, ruthlessly hunting down (or lying in wait to trap) the enemies of the druidic order. A Hivemaster--s grove usually centers around the dwelling place of the creature for which the druid has the greatest affinity--a forest covered with spider webs, a field with beehives, etc. Branch Restrictions: None. Weapon Proficiencies: Recommended-- scimitar, staff. Secondary Skills: Farmer, woodworker/carpenter. Nonweapon Proficiencies: Recommended--(general) agriculture; (warrior) animal lore, endurance, set snares. Equipment: The druid should spend her initial allotment of gold pieces entirely on equipment, as she loses any unspent starting money in excess of 1 gp. Special Benefits: A Hivemaster receives a +4 bonus to saving throws against stings or bites of poisonous insects or arachnids, including giant versions. The druid also gains a +4 bonus on agriculture, animal training, and animal lore proficiency checks concerning insects or arachnids, and can apply the animal training proficiency to giant insects and arachnids. A Hivemaster like Cagua may pass harmlessly through spider webs of all sorts, including webs created by the web spell. When she casts a summon insects, giant insect, creeping doom, or insect plague spell, the player increases her effective level by three. Upon reaching 7th level, the druid gains the ability to shapechange into a giant insect or arachnid type once per day. She can take the form of a nonpoisonous giant ant, giant centipede, giant spider, or giant wasp. The Hivemaster may assume this insectoid form instead of one of her other shapechanging choices (bird, mammal, or reptile). For example, Cagua may choose to avoid the bird form today in favor of the insectoid form, but tomorrow she may decide not to shapechange into reptile form. The druid still can assume only three forms per day, just like the normal druidic shapechanging ability. Note: Gray druids with the Hivemaster kit may assume the insectoid form instead of any one of their usual shapechanging choices: mammal, reptile, or nonpoisonous giant spider. Special Hindrances: The Hivemaster's animal friendship, speak with animals, and summon animals spells allow her to summon or communicate with only insects, giant insects, or arachnids. Hivemasters receive a -3 penalty when using animal proficiencies (animal lore, animal training, etc.) on creatures that are not insects or arachnids. Wealth Options: 3d6-10 gp. Lost Druid The strangest members of the druidic order, Lost Druids find that many other druids no longer consider them kin. The Lost Druids come from lands that have been maliciously destroyed--forests burned to the ground, swamps drained, mountains ruined by mining, and so on. Rather than try to rebuild or move on, a Lost Druid such as Struma (pictured next page) allows his heart to darken from brooding on the devastation and embraces strange magic to seek revenge. Under extreme stress (and the DM's discretion), a druid may renounce a particular kit forever and become a Lost Druid. Druids of 2nd or higher level lose one level as a result of the change but suffer no other penalties. Note that this is an exception to the rule on abandoning kits (p. 42), so the DM may wish to restrict it to NPCs. Role: Lost Druids always feel bitter. Sometimes they go insane, their hearts filled with an insatiable, often impossible, desire for vengeance against those who destroyed their land. For instance, say Struma became a Lost Druid when he found his forest destroyed by orcs. He may attempt to plot the downfall of the entire orcish race and the death of every last orc. Most Lost Druids live solitary existences, but sometimes they group together, often within the sinister Shadow Circle. (See Chapter 3: The Druidic Order.) Branch Restrictions: None. Weapon Proficiencies: Recommended-- scimitar, staff. Secondary Skills: Hunter, weaponsmith. Nonweapon Proficiencies: Recommended--(priest) herbalism, spellcraft; (warrior) animal lore, endurance, set snares, survival. Equipment: A Lost Druid such as Struma should spend his initial allotment of gold pieces entirely on equipment, as he loses any unspent starting money in excess of 1 gp. Special Benefits: The druid gains minor access to the Necromancy spell sphere. Upon reaching 6th level, he gains an additional power, the ability to animate dead animals. Treat this power as the priest spell animate dead; however, the druid may use it only once per day, and it affects 1 HD of normal (real-world) animals per level of the druid. Special Hindrances: The Lost Druid cast only the reversed versions of heal or cure spells. As a Lost Druid, Struma may never attain Grand Druid status, and thus may not progress past it to hierophant rank. A character of Grand Druid or hierophant rank may not become a Lost Druid. All rangers and druids with other kits react to Lost Druids at a -4 penalty, usually with a mixture of pity and fear. (Other Lost Druids have only a -2 penalty to encounter reactions.) Most druids consider Lost Druids enemies and attempt to hunt, slay, or imprison them. Wealth Options: 3d6x10 gp. BTW, are you the left or the right Hand of Vecna. I know this question came up on the older boards but i've forgotten. Anyways happy killing poor PC that attach you to their arm stumps [/QUOTE]
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