Monday, June 11, 2012

Goalsystem Delves Design Log 15: The Druid

Druids and Monks have long been among my favorite classes in the dungeon fantasy genre.  I've always loved the Druid's versatility and clear links to nature.  Like all classes, I wanted to give players at least two options with the Druid class.  Here's what we've got so far:

The Druid
Druids feel at home in the wild places of the world. They possess a special bond with nature and the animals and plants who are a part of it. Some druids travel with animal companions, while others can take on the atavistic shape of the predator.

Starting Options
Choose one of the following:

Atavistic Druid

--Altered Beast: Spend a free action and 1 Fate pt. to shift into predator form.
--While in this form, gain +2D Strength, +1D Toughness, +2” Move.
--Remain in this form as long as you wish; free action returns you to normal.
--You may not cast spells or collect and carry objects or treasure.
--3rd level: Gain an additional +1D to Strength in this form.
--6th level: Gain an additional +1D to Toughness in this form.
--9th level: Gain an additional +1D to Defense in this form.

Keeper Druid
--Boon Companion: You gain an appropriate animal companion with the following profile:
Animal 4D
Strength 4D
Defense 4D
Toughness 4D
Move: 7” Hits: 5;  Tooth & Claw: +1D Damage
Pathfinder, Enhance Senses (Druid gains +1D to perception-based Class checks while Companion is in play and active)

--You must spend 1 Fate pt. at the start of the game to include your animal companion in the party.
--He activates on your initiative, either before or after you take your turn
--The animal has WC 4. Roll on the Save vs. Death! for your animal companion just as with normal characters. You may spend Fate to allow him to auto-pass this check. If he perishes, you do not have one available for the next adventure, but gain a new one with the same starting profile in the subsequent adventure.
--3rd level: Add +1D to the companion’s Animal trait.
--6th level: Add +1D to the companion’s Strength.
--9th level: Add +1D to the companion’s Defense.

Special Abilities
Pathfinder: Druids treat all forest and swamp difficult ground as normal, open terrain.

Minor Spellcaster: Druids begin play with one 1st level spell chosen from the Spirit magic list.

Starting Hit Points: 7

Starting Equipment
Druids may select up to two weapons from the following list:
--Sword
--Javelins
--Shillelagh
--Spear
--Druids may also carry small shields, but wear no other armor.

Level progression
Druids use the following advancement path. Each level indicates the amount of experience points (XP) needed to reach it and gain the listed benefits. When a Druid adds a new spell, he or she can select it from the Spiritual spell list.

Level 1: Starting options detailed above.
Level 2: 4 XP. +1 Re-roll to Druid trait; +1D to Wilderness Trap/Task checks
Level 3: 8 XP. +1 Re-roll to 1 non-Class trait; +1 Fate; *Class bump
Level 4: 12 XP. +1D to Druid trait. +1 Hit Point; New spell
Level 5: 16 XP. +1D to 1 non-Class trait; +1 Fate
Level 6: 20 XP. +1 Re-roll to Druid trait. +1 Hit Point; *Class bump
Level 7: 24 XP. +1 Re-roll to 1 non-Class trait; +1 Fate
Level 8: 28 XP. +1D to Druid trait. +1 Hit Point; New spell
Level 9: 32 XP. +1D to 1 non-Class trait; *Class bump
Level 10: 36 XP. +1 Re-roll to Druid trait; +1 Hit Point; +1 Fate

*See above for details on 3rd, 6th, and 9th level Class bumps.


Lately I've been play-testing with some re-painted Mage Knight figures; here's a couple shots of a Human Druid I've been using:





That's the Druid and her Altered Beast form.


Thanks for visiting!


--Scott

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