Celtic Druid

Celtic Druid (Cleric)

DRUID An advisor to kings and rulers, a judge, a teacher, an authority in all matters. Oversees Ovates and Bards. Teacher, advisor, and spiritual leader of tribe.

Alignment: Celtic Deities apply. Dagda, Brighid, Lugh, Morrigan, Cernunnos. Any alignment.
Class Skills: Separated into 2 groups
Normal: Skill Points 1 + Int modifier (x4 at first level)
Alchemy, Bluff, Climb, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Intuit Direction, Knowledge(all), Perform, Scry, Sense Motive, Spellcraft, Swim, Wilderness Lore. All the rest except skills exclusive to other classes are cross class.

Special: 4 skill points per level (x4 at first level) must go to the following.
Diplomacy, Sense Motive, Knowledge: Nature, Astrology, Celtic Religion, death/afterlife, Celtic Law & History, Nobility, (Arcane cross class)

Class Features: 1d8 HP
Armor and Weapon Proficiency:
Proficient with Light armor and non metal medium armor
Proficient with Staff, club, dagger, dart, javelin, half, long and short spear, short sword, sickle and sling. Oaths do NOT prevent other weapon use

Divine Abilities:
The Oaths require non combatant stance in Celtic tribe disputes. The oaths stress Leadership/guidance over combat. Combat is meant for the tribal warriors. To maintain power the Druid must follow the seasonal solstices with religious ceremony.
At 6th level must take Leadership fear in order to progress any more levels. Only allowed to take on leading role if:
1. He has spoken to dead ancestors about being a Druid either through a Mantis or himself and received no objections.
2. He has settled a dispute of Law between two lesser chieftains, (Easier for tribe to accept him if older.)
3. talked to and received approval from animal spirit. (Approval received if Wisdom, Intelligence and Charisma 13+ and alignment matches)

Gains +1 all rolls when near any Oak. Gains Wild Shape Ability but must select only 1animal that is his/her animal spirit. Must choose this one animal to represent his spirit by 5th level. This spirit is found through a ritual. Staying in form longer than 1turn/level requires will save to change back. DC 15 + turns over limit

Spells: Bonus Spells are added from the Wisdom chart however. Pray for like cleric, has access to cleric, D&D druid minus fire spells plus all divination spells (bard/mage/ranger/paladin). Can do spontaneous healing. The Druid gains access to the clerical domain spells and granted powers corresponding to the Knowledge domain. (True Strike Replaces Detect Secret Doors) Domain spells may be traded for any DIVINATION spell (no Elementals, no fire spells, no summoning, no necromancy, no conjuration except healing, nothing referring to undead)
Bonus Feats
Abilities from Lore-master in DM guide are also gained. Automatic 1 rank in Knowledge: Nature, Celtic Life, Astrology, Religion, death/afterlife, Law, History, Nobility. Spell Focus Divination, Brew Potions at 3rd, Skill Focus Scry at 7th , Zone of Truth at 4, 9, 15, 19th level. Zone of truth effective level for DC equals class/2.
Languages: Same as normal + Ogma. Limited written alphabet. Cannot make scrolls. Scribe scroll Forbidden.

Table Celtic Druid
Level Base attack Fort Ref Will Special
1 0 1 0 2 Free Knowledge ranks, Spell Focus Divination
2 0 2 0 3 Diplomacy skill Focus
3 1 2 1 3 Brew Potions
4 1 3 1 4 Zone of Truth x1
5 2 3 1 4 Speak with animal (chosen animal only)
6 2 4 2 5 (Must choose Leadership Feat) Wild Shape 1xday
7 3 4 2 5 Skill Focus Scry
8 3 5 2 6 Lore
9 4 5 3 6 Zone of Truth x2
10 4 6 3 7 Wild Shape 2xday
11 5 6 3 7 Knowledge Law skill focus
12 5 7 4 8 Bonus Language
13 6 7 4 8 Diplomacy Greater Skill Focus
14 6 8 4 9 Wild Shape 3xday
15 7 8 5 9 Zone of Truth x3
16 8 9 5 10 Greater Lore
17 9 9 5 10 Bonus Language
18 10 10 6 11 Wild Shape 4xday
19 11 10 6 11 Zone of Truth x4
20 12 11 6 12 True Lore

Celtic Druid

DragonHawk - Hidden Dragons Dragonhawk