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History on Planet Solaris
Druids are usually thought of as the menders of the forest and the protectors of all life forms. However, they are just those who have devoted themselves to work with the elemental forces and be at one with nature, water, stone, or even fire. While the wizards bend the elements and force them to work for their will, druids are in tune with them, allowing them to work through them, not for them. Wizards tell; druids ask. And if the thought of one who can control the elements frightens you, think about one to whom the elements willfully give their strength.
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Special Capabilities
Level 1 Ability:
Healing - As his action, the druid can heal himself or an ally within five feet with his favored element. This heals for a number of hit points equal to his base elemental damage. If he has effects that alter his base elemental damage or bonus elemental damage, these bonuses and penalties do not influence his healing. The druid cannot use healing on a character with zero hit points, an inanimate object, or a construct. All elements heal the same. Once he uses healing, the druid may not use healing again on his next three turns. (Action Ability)
Level 5 Ability:
Creature Empathy - No creatures (including companions) may attack a druid unless the druid attacks it first with any attack or ability (including Creature Empathy). (Passive Ability)
Level 10 Ability:
Blessing of the Elements - Once per battle, a druid can call upon the mystical spirits to invigorate him with the power of the forces which lasts for three consecutive rounds. For these three rounds, the druid may utilize Healing as much as he wants, ignoring the cool down period. Blessing of the Elements is instantaneous and can be used alongside another action. (Action Ability)
Level 20 Ability:
Barkskin - Once per battle the druid can cover his skin with tough bark and vines to ward off attacks. This gives him a 20% bonus to physical damage reduction that last for five turns. (Action Ability)
Level 30 Ability:
Resurrection - From this point forward, the druid can use his healing ability on characters with zero hit points. If used during or immediately following a battle, the character will come back to live a little disoriented. It usually takes someone an entire turn to get to his feet and get his bearings, even if he is used to the sensation of death through the use of the Arena or otherwise. If a character has been dead for more than 24 hours, resurrection is still possible (even upwards of years later); however, the revived character will receive an experience point penalty. Resurrecting in this way requires Staff permission. A dead character can refuse accepting a resurrection for any reason. (Utility Ability)
Level 50 Ability:
Attunement - Once per battle, the druid may choose himself, any ally, or any enemy in battle and force him to become attuned to his favored element (if he has more than one, then the druid picks which one he will become attuned to). Being attuned to that element works in the same way as a creature attuned to an element: he takes no damage from that element, half base damage from elemental attacks weak against his element, and double base damage from elemental attacks strong against his element. This attunement lasts for five rounds and will override any other effect that would affect incoming damage in a way contradictory to the way his attunement would affect base damage (even attunement to a different element). (Action Ability)
Level 75 Ability:
Hawk’s Grace - Once per battle, the druid may increase the potential of himself or an ally by providing him a 50% bonus to Hit SVS that lasts for five rounds. (Action Ability)
Level 90 Ability:
Nature Calls - Once per battle, the druid can assert his dominance over nature by cutting off an enemy’s ties to the elements. The target suffers by having his Base Elemental Damage reduced to zero and his Elemental Damage Reduction reduced to zero percent. The target has no chance to avoid this attack and its effects last for three turns. (Action Ability)
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