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This document provides suggestions and insights into how to translate the ideas of the
Druid class from the source material into Path nder Fate Accelerated.
"While some druids might keep to the fringe
Sample Iconics
of battle, allowing companions and summoned
creatures to ght while they confound foes Iasa, Lorisa, Nevaren
with the powers of nature, others transform
into deadly beasts and savagely wade into Starting Archetype Sets
combat. Druids worship personi cations of
Primordial
elemental forces, natural powers, nature itself,
spirits, animalistic demigods, or even speci c Primal +4
awe-inspiring natural wonders. Untamed
Within the purity of the elements and the Primal +3, Focused +1
order of the wilds lingers a power beyond the
marvels of civilization. Furtive yet undeniable, Support / Utility
these primal magics are guarded over by
The source material o ers druids as full
servants of philosophical balance known as
druids. Allies to beasts and manipulators of casters with a spell list that isn't quite as
nature, these often misunderstood protectors good as the Arcane spell list, but still quite
of the wild strive to shield their lands from all potent.
who threaten them. Self-buffing Strikers
Rewarded for their devotion with incredible Druids also get a grab bag of
powers, druids gain unparalleled shape-shifting miscellaneous nature-themed abilities,
abilities, the companionship of mighty beasts,
including "wild shape", which allows them
and the power to call upon nature's wrath. The
to assume animal forms and then crush
mightiest temper powers akin to storms,
in melee combat as well as gaining other
earthquakes, and volcanoes with primeval
wisdom long abandoned and forgotten by vicarious abilities.
civilization." Pets
Archetype Considerations Additionally, druids often have one or
more powerful animal companions, or
The only Archetype a druid has to concern
have the ability to summon or control
themselves with is Primal and everything
indigenous animals in whatever wildland
else is optional.
they nd themselves in.
To be considered a druid (and not some
other hybrid concept), a character should
Diverging From Source Material
start with at least Primal +3, which allows
unrestricted spell casting using the simple D&D 3e recast druids as shapeshifters
magic guidelines, which you should read who assume the forms of animals and
rst if you are serious about playing a brawl, Beast Boy style.
spellcaster. Also, some sample spell write- Though conceptually this ts within the
ups are available. "nature" shtick of at least some druids,
For a standard starting character, this due to mechanical chicanery that is easily
leaves only the decision of where to put the exploitable which allows druids to be
nal +1. unusually e ective combatants, this
A hyper-specialized, dedicated druid will mode of play has skewed the concept of
go all in on Primal +4, but putting a +1 into druid away from "nature magic user"
one of the other Archetypes goes a long towards "shapeshifter striker tank".
way towards suggesting a more interesting On the plus side, a class that was
background for the character. Focused is previously not played very often in earlier
probably the most common secondary editions gained popularity commensurate
Archetype splash for druids. with its perceived empowerment.
Focused +1 is an excellent choice for a When making a druid character in
druid who is sharp of wit, physically t, Path nder Fate Accelerated, you are free
perceptive, and quick on their toes. to adhere to the Path nder / 3e version
Combative +1 is a good choice for a druid of the druid concept, or you can harken
that prefers to use weapons rather than back to ealier versions from an edition of
spells or shapeshifted teeth and claws to Advanced D&D, or you can more loosely
in ict harm. make whatever your idea of a druid might
be.
In D&D it is kind of a thing that druids
tend to use scimitars, sickles, A lot of design space ts nicely under
scythes...weapons with s's and c's in the the broad label of "druid", and Path nder
name essentially; however you are free to Fate Accelerated encourages you to
ignore this trope if you like. explore it to nd interesting character
concepts.
Roguish +1 is an unusual choice as there
isn't much synergy between Roguish and
Primal. However, there is the idea of a
"urban druid" in the source material, and
Roguish +1 and a Stunt or two can model
that idea.
Arcane +1 would be an extremely odd choice, most likely taken to anchor an unusual
background concept. On the other hand, if you want to play a arcanist with a nature
theme you might go the other way and consider something like a sorcerer with the
verdant bloodline.
Divine +1 is a complicated choice.
Nature priests of gods like Erastil and Gozreh are an odd breed, as in D&D the
di erence between druids and priests who worship gods with nature related portfolios
has always been an area where the class system shows its rough edges. But in Path nder
Fate Accelerated terms a priest of a nature god can go Divine +1, Primal +3, which
abstracts away from the problem.
Note that while the concept of a vague "green faith" also exists in the source material
Primal amply covers that idea on its own; Divine is not necessary.
Vadok is a simple, earnest man dedicated to the service of the nature god Erastil, Old
Deadeye. Also a skilled archer and accompanied by a powerful divinely invested puma
named Aadat, Vadok is a erstwhile defender of common rustic folk and the ideal of
man living in harmony with nature.
Nikade is a con dent and tempestuous young man dedicated to the service of the
volatile nature god Gozreh, the master of Wind and Wave. Armed with a divinely
invested harpoon, and capable of bending the very weather to his will when necessary,
Nikade is a powerful exponent of his unpredictable patron's interests in the material
world.
Approach Considerations
Druids are rarely Forceful or Flashy . Similarly, Quick is not a trait generally associated
with druids, who tend towards ruminating, pondering, and waiting for auspicious
moments to do things.
Druids are very often Careful in their wisdom, and mysteriously Sneaky when it comes
to keeping secrets, tending hidden lore, reading forebodding signs, as well as more
prosaically avoiding notice while moving around in the wildlands.
Many druids know a great deal about a lot of things and are Clever in their sagacity and
disciplined thinking.
Nevaren is a wild eyed and menacing master of the raven mysteries, able to call all
ravens and crows in his vicinity and bind the murder to his will.
A follower of the ancient Shoanti traditions of totemic animism, Nevaren is a
powerful shaman and wise man.
Attuned to the natural world and privvy to many secrets revealed by the totem of
the crafty Raven, he knows far more than he ever reveals.
Stunts
Druid characters might nd the following Stunt categories of interest: Primordial, Warrior,
Elemental, Durability.
The following Stunts are o ered as samples that might be relevant for some druids.
However, the best Stunts are those that are tailor made to t your concept, so don't
hesitate to come up with your own or work with your GM to de ne something that is
"just right" for your character. See the Stunt options document for ideas on how to do
this.
Uncanny Animystic
Most druids are deeply in touch with the natural world, and often have uncanny
abilities that are more than mundane such as the ability to grow gills, sense danger,
command undergrowth to ensnare the unwary, conjure an elemental weapons, or
assume the forms of various animals.
Amphibious Swimmer : Because I am amphibious, I may add my Primal capability
bonus when I am Focused while swimming. Additionally, while swimming
underwater I can hold my breath for an entire scene before having to come up
for air.
Blade Of Fire (-3) : Because of my elemental a nity I can conjure a aming magical
sword at will; I gain +1 to attack and defend and can use Primal in place of
Combatives while wielding it. If I get a boost while attacking or defending with it,
I may upgrade the boost to apply the Aspect On Fire! with two (2) invokes on it
to the opponent I am engaged with.
Danger Sense : Because I am unusually alert and perceptive I gain +3 while Quickly
Focused to notice things that are dangerous, fast moving, or pose an imminent
threat to my safety.
Entangling Undergrowth
Animated Undergrowth, Creeping Vines
Good At : Entangling (+5)
Limitation : An immobile construct anchored to its zone.
Hits : [1][1][1][1][1]
Natural Weapons : Because I have natural weapons and am skilled in their use, I
may use Focused instead of Combative when my natural weapons are relevant.
In situations where it matters I can choose to be treated as attacking
barehanded or attacking with a weapon, whichever bene ts me more in the
situation. Finally, though I can be inconvenienced and my natural weapons can
be fouled or restrained, being disarmed is generally o the table for me.
Pass Without Trace : Because of my mastery of the natural world, I gain +1 when I
am Sneakily Primal while in the wildlands, I am unobstructed by undergrowth,
and if I take a full move I may move three zones instead of two. Finally, tracking
me in wildland areas is very di cult; those attempting it must overcome a
di culty equal to my ((Sneaky + Primal) * 2).
Because I have the ability to change into the form of any normal animal of my
choice, I may spend a Fate point to temporarily assume an animal form. My
trappings magically change with me and are unavailable until I return to my
normal form.
When I change forms I move all of my Approach bonuses to a disposition
relevant to the animal form I am assuming, and I move all of my Archetype
bonuses to Focused (leaving all of my other Archetypes at +0). This lasts for an
entire scene unless I choose to return to normal, which ends the e ect.
Additionally, I may spend another Fate point to assume a di erent animal's
form, and I do not have to rst change back to normal.
When I change forms I gain an additional Aspect named for the animal form I
have assumed which I can invoke when my current animal form is relevant, and
which can be compelled whenever my animal form or lack of humanoid
anatomy might inconvenience me.
If the animal form I change into has natural weapons I may use Focused in
place of Combatives while in a physical con ict.
If the animal form I change into has an unusual form of movement, such as
the ight of a bird, the running of a wolf, or the swimming of a shark then I gain
that mode of movement while I am in that form as well, at the GM's discretion.
If the animal form I change into has an unusual or extra keen sense, such as
the low light vision of a cat, the olfactory senses of a canine, or the
echolocation of a bat then I gain that sense while I am in that form as well, at
the GM's discretion.
This stunt requires Primal +1 or better to use.
Durable Survivor
Many druids are unusually resilient survivors, capable of living through incredible
trauma and harsh conditions.
Living O The Land : Because I am adept at surviving o of what nature o ers me,
I am always able to nd enough food and water to keep myself and a couple of
other people or animals healthy while in wildlands and rural areas (i.e. above
ground and not near a city or town). Additionally if I've had at least half a day to
become familiar with the terrain in a speci c area of wilderness I gain +1 on all
actions while being Primal. How large the area of wilderness might be is left to
the GM's discretion, but it should be at least ve square miles.
Primal Reduction : Because I am signi cantly more rugged, robust, and survivable
due to my deep connection with primal forces, I reduce by one (1) all physical
stress in icted on me, and I reduce by two (2) all environmental stress in icted
on me.
Primal Resistance : Because my primal nature and elemental a nity protects me, I
may use Primal to defend against non-Primal magical attacks without needing to
rst create an advantage to invoke.
Primal Hunter
Many druids are masters of the natural world, supreme trackers and hunters, canny
in their instincts, and feral in their ferocity.
Hunting Archer : Because I am a master archer and hunter, I may use Primal
instead of Combative to attack with any kind of bow and arrow.
Primal Pugilist : Because I am able to ght with my natural weapons and with feral
intensity, I may use Primal instead of Focused when ghting barehanded or
grappling.
Strider : Because I am eet of foot and able to move quickly, if I am in a con ict
and do nothing in an exchange except move, I may move an extra zone and I am
unobstructed by foot hazards of less than knee height. If I am in a contest
involving me walking rapidly or running, I gain +1 to overcome while I am Quick.
Swamp Fighter : Because I am so adept at ghting within swampy areas and using
my environment e ectively, I may add Primal as a bonus when I am Combative
in swamps and marshlands.
Wilderness Runner : Because I am so swift and able to run for hours, I may add my
Primal capability bonus when I am Focused while running in wildlands.
Companions
Druids often have animal companions; see the Stunt options document for details on
how to incorporate companions into your character using Stunts.
Animal Companion (-3) : Because [describe the reason you have an animal
companion] , I have attracted a powerful animal companion that chooses to aid
me.
Animal Companion
Two (2) Aspects
Good At : Spread +4 around one to four skill-like abilities
Bad At : Spread -4 around one to four skill-like abilities
Stress [1][2][3]
Mild (2)
Moderate (4)
It is possible for a rite resolution to fail if the margin of success is insu cient to
the di culty or if I am opposed successfully. I can spend a Fate point at this time
to add +2 shifts to the margin of success.
Unfortunately due to my focus on prepared casting, I cannot free cast anything
other than simple primal e ects known as favors.
NOTE: as Prepared Casting is handled as a Stunt and Fate Accelerated characters are
allowed to swap Stunts at milestones, it is technically possible for strange shenanigans to
come up. However, it is recommended that Prepared Casting Stunts be anchored by a
character's High Concept, and can thus only be taken or removed when an appropriate
High Concept is taken or changed. This equates to character creation and major
milestones, and avoids casual uctuations.