The Renegade Druid

Druids sacrificed; they sacrificed everything they got their hands on, and they sacrificed a lot. Bulls, dogs, stags, slaves, criminals, gold, silver, etc. You name it. They burned it, drowned it, strangled it or examined its entrails (except for the gold). Druids would stab people in the back and divine the future based on how they twitched when they died. They believed in regicide, utilizing the fabled triple death of strangling, drowning and stabbing with a spear. They crammed gigantic wicker colossi full of people and torched it.

Druids did believe in the sanctity of trees. In fact the name Druid probably comes from a root meaning oak. Druides use druideachta, which means magic. One did not trifle with druids if he knew what was good for him. The Oghams, their runic language revolved around the various trees and their properties. Druids did not worship the four elements. This only makes sense as Druids considered spirits to be in everything, and the Druids also held the number three to be sacred. 

Despite their seemingly barbaric practices Druids were the keepers of knowledge, advisors to rulers and the judges of their time. They utilized the Brehon Law, a Law which is admittedly biased towards the more powerful individuals of society, but a law nonetheless which they had absolute jurisdiction over. Druids were highly respected. Respected so much in fact, that the Romans did their best to wipe their power base out. Druids as a group were a threat to Roman rule. They were only partially successful and it wasn't until the Church came about that a clash of ethos really happened.

Realising they were outnumbered and about to be exterminated, the Druids simply disappeared...or at least they appeared to. In reality they went underground, continuing their sadistic and bloodthirsty practices in secret. Every so often though, a member of the Druids will hear Gaea's voice, and in that moment recognise the evil of their ways and choose to follow Gaea's path instead. At this point they become a renegade and must flee to avoid death at the hands of their fellow Druids. Renegade Druids will often fight alongside Gaea's other allies including Geomancers, Elementals, Urban Legends, Apostulates and Eternals.

Step 1: Attributes
Roll attributes as normal but an INT of at least 15 is necessary.

Hit points = CON +8, +8 per level.

Step 2: Skills
Choose skills in the normal manner but also gain the following free ones;
Knowledge Demons
Knowledge Fey
Knowledge Flora
Knowledge Geomancy
Knowledge Herbalism
Knowledge Magic
Step 3: Abilities
Druids gain all the following bonuses free;

+10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.

+1 Spell save at levels 1, 3, 6, 10, 12, 15 and 18.

+1 Sanity save at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.

+1 Willpower save at levels 1, 5, 9, 13 and 17.

+1 CON Bonuses at levels 2, 8, 11, 14 and 19.

Pick 1 extra spell at levels 4, 7, 10, 13, 16 and 20.

Additionally Druids start with 50 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Spellcast 5 each The cost is for each sphere of magic the Druid wants to learn from. The first sphere is free, the second costs 5 points. The only spheres he may choose from is Faerie, Runic and Common. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 3 spells +3 per level.

Druids can tap into the world’s natural mana at a rate of INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

Animal Empathy 5 Druids can establish telepathic communication with any normal or giant animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Damage Bonus 10 +1 or +25% damage each time bought (whichever is highest) and only applies to one sphere of magic. Must be rebought for each additional sphere.
Extend Duration 5 Spell duration increases by +1 round and only applies to one sphere of magic. Must be rebought for each additional sphere.
HP Bonus 10 CON +10 HP instead of 8, +10 per level.
Natural Chameleon 10 Using this ability the Druid can blend into and render himself nearly invisible in any surroundings. This ability to hide works equally well in fields of tall grass, clumps of bushes, rocky hills, or any other wilderness area with dark or shaded terrain. When hiding the Druid can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection. Lasts for WIS x1 round.

Nature Survival 5 A druid may select a particular type of terrain as his specialty area of survival. Due to his extensive experience and training in this terrain, the druid gains +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought the Druid may either take an additional +1 with their terrain OR choose a new terrain.
Range Boost 10 +25% range for spells and only applies to one sphere of magic. Must be rebought for each additional sphere.
Save Bonus 10 This is the cost for each additional +1 added to all the character's CON saves.
True Sight 5 Can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and the exact nature of the magic.
Step 4: Careers
Possible related careers include; Botanist, Naturopath Doctor, Anthropologist, Vet, Zookeeper, Gameskeeper, Animal Breeder, Bee Keeper, Plant Breeder and Academic Researcher (specialising for instance in plants, etc).
Step 5: Disadvantages

In my campaign world the Druid has the Disadvantage of Hunted at +20 points by the Druid organisation. If caught the Renegade will be examined, in other words cut open and sacrificed.

 

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