Druids are trainers in-tune with that which grows in the earth. Some may herald themselves as protectors of nature, others as mere observers. Yet others still might only be interested in the power that the untamed wilderness can offer them. But all have the same in common - they are one with the forest, and will use the myriad abilities of nature to turn their enemies into mulch. If you anger one, you’d best make like a tree... and leave.
[Class] [Special]
Prerequisites: Elemental Connection (Grass), Novice Survival, Novice General Education
Static
Effect: Your powers begin to take after either Flowers, Fungi, or Trees. Depending on your oath, you gain an Ability and Stat Tags. Whenever you gain a Druid Feature, you gain the same Stat Tags.
Flower Oath -> Aroma Veil -> [+Special Attack]
Fungal Oath -> Effect Spore -> [+Special Defense]
Wood Oath -> Effect Spore -> [+Attack]
Prerequisites: Druid
Static
Effect: You gain the Naturewalk (Grassland) and Naturewalk (Forest) capabilities, and you are immune to Moves with the Powder keyword.
Bonus: You gain the Sap Sipper Ability.
Prerequisites: Nature’s Embrace Rank 3
2 AP – Swift Action
Trigger: You hit with a Druid Move
Effect: One target of the triggering Move is afflicted with Overgrowth. As long as the target is afflicted, they are one step less Resistant to Grass-Type attacks, to a maximum of neutral damage, and they cannot recover Hit Points or gain Temporary Hit Points. Whenever they would do so, you gain those Hit Points or Temporary Hit Points instead. Overgrowth is removed when the target Takes a Breather or is hit by a damaging Fire, Ice, Poison, Flying, or Bug-Type attack. Overgrowth may only affect a target once per Scene.
Prerequisites: Green Path
Scene x2 – Standard Action
Effect: 6 small saplings, flowery bushes, or mushroom patches (depending on your oath) suddenly grow within 6 meters of you, occupying 1 square each. This vegetation lasts until the end of the encounter, and acts as Rough Terrain that blocks line of sight for creatures without the Naturewalk (Forest) Capability. Whenever you use a Move learned through Nature's Embrace, you may have it originate from these Plants as if they were the user. This Feature must be used on soil, or terrain under which soil is hidden by only a few inches (such as most sidewalks, parking lots, gravel or woodchip lots, etc.)
[Ranked 3]
Rank 1 Prerequisites: Druid
Rank 2 Prerequisites: Adept Survival or General Education
Rank 3 Prerequisites: Expert Survival or General Education
Static
Effect: You learn 3 Moves chosen from the list below, marked with the Rank of this Feature you are gaining or lower.
Rank 1 Move | Prerequisite | Rank 2 Move | Prerequisite | Rank 3 Move | Prerequisite |
---|---|---|---|---|---|
Cotton Spore | None | Aromatherapy | Flower Oath | Leech Seed | None |
Forest's Curse | None | Energy Ball | None | Petal Blizzard | Tree Oath |
Ingrain | Tree Oath | Giga Drain | Fungal Oath | Petal Dance | Flower Oath |
Mega Drain | None | Leaf Tornado | Flower Oath | Power Whip | None |
Needle Arm | None | Magical Leaf | None | Solar Beam | None |
Razor Leaf | None | Seed Bomb | None | Solar Blade | None |
Stun Spore | Fungal Oath | Spiky Shield | Tree Oath | Spore | Fungal Oath |
Sweet Scent | Flower Oath | Strength Sap | Fungal Oath | Wood Hammer | Tree Oath |