written by Jonathan Long

Familiars

The Druid starts out with a Lesser Familiar. In order for the Druid to upgrade to an Intermediate or Greater Familiar, she must sacrifice one level point per level of the Familiar. This means that an Intermediate Familiar costs 2 level points total and the Greater Familiars are worth 3 Level points. However, the Familiars are also worth their full value if you want to set one Familiar free and "upgrade". Thus, a level 2 Druid can set his Lesser Familiar free and get an Intermediate Familiar. At level 3 he could set his Intermediate free and upgrade to a Greater. The Lesser Familiars are worth 1 level point by themselves. This means that the level 2 Druid can pick up a 2nd Lesser Familiar, and a level 3 Druid could run 3 Lesser Familiars.







Attack Dice2
Defend Dice2
Body Points3
Mind Points2
Feat of Strength5
Feat of Dexterity10




Cat: Movement 2D6

Infravision: The Cat has the ability to "see" in the dark. When moving down a dark corridor or in a dark room, it can see heat and sense motion. Any character within 5 open spaces of the Cat can be seen. If the Druid is traveling with the Cat, he/she may look through its eyes, thus also gaining the ability.

Sneak Attack: The Cat is quick and silent. It may sneak past monsters in its path by rolling anything but a skull. If the Cat is the first character to enter a room, its attack is raised by one Combat Die. This ability may only be used if the Cat is moving independently of the Druid.

Giant Rat: Movement 2D6

Plague: The Rat's attack carries disease. If the Rat attacks by itself, and it successfully takes off at least one Body Point, the character will continue to lose one Body Point until death unless the disease is removed by a pure potion. This disease is magical and will even affect creatures normally unaffected by it.

Rat Pack: Rats move in groups. Every time the Druid and Rat enter a room with another Rat in it, you roll 1D6. On a roll of 4 or higher, the Rat joins you, and your specs go up to reflect it. One roll per Rat.

At any time should the Druid lose the familiar, he/she may pick up a rat by entering a room with a rat on the furniture, and rolling 1D8. On a roll of 7 or 8, the Rat becomes the new familiar for the duration of that game. The Druid may chose at the beginning of the next game if he/she will keep the Rat or pick a new familiar.

Giant Frog: Movement 2D6

Poison: The Frog's attack is venomous. If the Frog attacks by itself, and it successfully takes off at least one Body Point, the character will continue to lose one Body Point until death unless the venom is removed by a Venom Antidote. This venom is magical and will even affect creatures normally unaffected by it.

Fire Resistance: The Frog's moist skin gives it a natural resistance to fire. The Frog gets an extra two red die (2D6) in defense to all fire attacks: Firestorm, Ball of Flame, DragonFlame, Fire of Wrath, etc. If the Druid is moving with the Frog, they get this resistance also.

Essence of the Frog: By taking the frog as a familiar, the Druid gains the ability to leap. Once per game, the Druid may ignore any furniture in their path (except Bookshelves and Cupboards)

Great Horned Owl: Movement 2D10 -- Flight

Infravision: The Owl has the ability to "see" in the dark. When moving down a dark corridor or in a dark room, it can see heat and sense motion. Any character within 5 open spaces of the Owl can be seen. If the Druid is traveling with the Owl, he/she may look through its eyes, thus also gaining the ability.

Shriek: The Owl has a shriek which will instill fear in any monster in earshot. Monsters affected will lose 2 combat die in both attack and defend (will not lower below 1). Monsters defend by rolling 1D6 per each Mind Point. On a roll of 6, they regain their confidence.

Dragonet: Movement 2D10 -- Flight

FlameLick: Once per game the Dragonet may blow flame on one adjacent character. This flame will inflict 2 Body Points of damage. The victim then rolls two red die (2D6). For each 5 or 6 rolled, the damage is reduced by 1 Body Point.

FrostLick: Once per game the Dragonet may blow icicles at one adjacent character. These icicles will inflict 2 Body Points of damage. The victim then rolls two red die (2D6). For each 5 or 6 rolled, the damage is reduced by 1 Body Point.

Bane Resistance: As Dragon-kin, the Dragonet is immune to DragonBane. If the Druid is moving with the Dragonet, he/she also gains this immunity.

Vampire Bat: Movement 2D10 -- Flight

Echolocation: The Bat has the ability to "see" in the dark. When moving down a dark corridor or in a dark room, it can sense anything with mass. The bat can "see" anything (walls, monsters, furniture) within a five space radius. If the Druid is traveling with the Bat, he/she also gains this ability.

Leech: Any time the bat attacks, he drains energy off his target. For every three Body Points he takes off via attack, he absorbs one. If the Bat is at full health, these points are transferred to the Druid. This ability will not give the Druid or the Bat more than his/her starting number.

Ferret: Movement 2d6

Sneaky: The Ferret is quick and silent. It may sneak past monsters in its path by rolling anything but a black shield.

Trip Attack: Any creature who tries to attack the Ferret has to roll 1D6. On a roll of anything but a 5 or 6 the Ferret successfully trips its opponent and they forfeit both their attack & the rest of their turn.

Increased Defense: The ferret is a extremely quick animal, and is very hard to hit. Thus, it has a higher defense. The Druid, by taking this familiar, also takes on some of these characteristics, and may raise his/her defense by one as well.

Hawk: Movement 2D12 -- Flight

Flying Attack: If the Hawk is independently attacking a flying creature, it may attack twice in one turn.

Quick Response: If the Hawk is attacked with any kind of projectile weapon or spell, it gets one extra combat die, or one extra red die (1D6), in defense.

Eagle Eyes: When the Hawk is moving with the Druid, the Druid may look through the bird's eyes, vastly improving his/her own accuracy with projectiles. Any monster attacked by the Druid using this ability loses one combat die in defense.



Attack Dice3
Defend Dice3
Body Points4
Mind Points3
Feat of Strength5
Feat of Dexterity10



Lynx: Movement 2D6

Infravision: The Lynx has the ability to "see" in the dark. When moving down a dark corridor or in a dark room, it can see heat and sense motion. Any character within 5 open spaces of the Lynx can be seen. If the Druid is traveling with the Lynx, he/she may look through its eyes, thus also gaining the ability.

Sneak Attack: The Lynx is quick and silent. It may sneak past monsters in its path by rolling anything but a skull. If the Lynx is the first character to enter a room, its attack is raised by two Combat Die. This ability may only be used if the Lynx is moving independently of the Druid.

Faerie Dragon: Movement 2D10 -- Flight

Regeneration: The Faerie Dragon may cast this on any one hero, including itself. The recipient of this spell will regenerate 2 lost Body Points of damage for 1D6 rounds. This spell will not give a Hero more than his/her starting number.

Ruse: Once per game the Faerie Dragon may cause multiple images of itself and the Druid to appear, giving them both 3 extra defend die. The ruse lasts for 2 turns.

Bane Resistance: As Dragon-kin, the Faerie Dragon is immune to DragonBane. If the Druid is moving with the Faerie Dragon, he/she also gains this immunity.

Badger: Movement 2D6

Aggressive Nature: The badger is by nature an ornery animal. If it is ever singled out and attacked apart from the Druid, it goes into a berserk frenzy and its attack goes up by two die, and it gets two attacks until it can no longer "see" a monster.

Tenacious*(1): Typical of your species, you show a great deal of tenacity in the face of terrible odds. If you suffer body hits from a trap or attack which lower your Body Points to zero, once per game you may reset them to one.

Diamond Back Rattlesnake: Movement 2D10

Defend = 4
Sneaky: The Rattler is quick and silent. It may sneak past monsters in its path by rolling anything but a black shield.

Poison: This viper's attack is venomous. If the snake attacks by itself, and it successfully takes off at least one Body Point, the character will continue to lose two Body Point until death unless the venom is removed by a Venom Antidote. This venom is magical and will even affect creatures normally unaffected by it.

Quick Response: The Rattler has lightening quick reflexes, and has a higher defend than the other intermediate familiars (4). If the Druid is traveling with the snake, he/she gains an additional 4 attack die (without having to subtract one), instead of the usual 2.

Raccoon: Movement 2D6

Mind Points=4 Feat of Dex=12
Infravision: The Coon has the ability to "see" in the dark. When moving down a dark corridor or in a dark room, it can see heat and sense motion. Any character within 5 open spaces of the ringtail can be seen. If the Druid is traveling with the Raccoon, he/she may look through its eyes, thus also gaining the ability.

Cunning: The Raccoon is an extremely intelligent animal, and has very skilled hands. The Raccoon can disarm traps and pick locks without a toolkit on a D20 roll of 12 or lower.

Wolf: Movement 2D8

Scent: The Wolf has an excellent sense of smell, and can detect even the slightest air currents coming from secret doors, which it detects automatically from a two space radius.

Pack Hunter: The Wolf is an instinctive hunter who hunts best in a pack. Whenever the Wolf is moving with the Druid, they gain the ability to attack twice per turn.

Fox: Movement 2D8

Attack =4 Mind Points =4
Scent: The Fox has an excellent sense of smell, and can detect even the slightest air currents coming from secret doors, which it detects automatically from a two space radius.

Tactical Advantage: The Fox is an extremely cunning animal who instinctively knows how to keep his opponent off balance while attacking, and thus has a higher attack (4). The Fox may also perform a Coup De Grace. If the Fox successfully lowers a Character to one Body Point, the Druid may order a Coup De Grace. At this point, both the Fox and the victim roll 1D6 per Mind Point. If the die total for the Fox is higher, the Coup De Grace is successful.



Attack Dice4
Defend Dice4
Body Points6
Mind Points3
Feat of Strength7
Feat of Dexterity5



Note: Greater Familiars DO set off traps and activate rooms.

Puma: Movement 2D10

Infravision: The Puma has the ability to "see" in the dark. When moving down a dark corridor or in a dark room, it can see heat and sense motion. Any character within 5 open spaces of the Puma can be seen. If the Druid is traveling with the Puma, he/she may look through its eyes, thus also gaining the ability.

Sneak Attack: The Puma is quick and silent. It may sneak past monsters in its path by rolling anything but a skull. If the Puma is the first character to enter a room, its attack is raised by three Combat Die. This ability may only be used if the Puma is moving independently of the Druid.

Hyena: Movement 2D10

Berserk: The Hyena is by nature a viscous animal, and twice per game it may go "berserk". During this time, the Hyena gets one extra attack and one extra attack die until it can no longer "see" a monster.

Carrion Craving: The Hyena is a scavenger who feeds off the remains of dead animals. Your Hyena has gained a particular liking for the taste for carrion. Whenever the Hyena skips a turn after a big battle to finish off a bodily Undead (Phantoms, Bean Sidhes, Undines, and Spectres are incorporeal), they gain one extra combat die in both attack and defense for 3 turns.

Razorback: Movement 2D8

Feat of Str =12
Aggressive Nature: The Warthog is by nature an ornery animal. If it is ever singled out and attacked apart from the Druid, it goes into a berserk frenzy and its attack goes up by one die until it can no longer "see" a monster.

Tenacious*(1): Typical of your species, you show a great deal of tenacity in the face of terrible odds. If you suffer body hits from a trap or attack which lower your Body Points to zero, once per game you may reset them to one.

Double Attack: The Warthog excels in close combat, and may attack two adjacent characters in one turn.

Grizzly Bear: Movement 2D6

Feat of Str. =17 Attack =6
Claws: The Grizzly has massive claws which it may use to attack any two adjacent characters each turn.

Roar: Five times per game the Bear may stand up on its hind legs and roar. This instills fear in every monster in earshot. Characters affected lose 4 dice in both attack and defend (although it will never lower a character below 1), and may not attack for 1D8 turns. Monsters defend by rolling 1D8 per Mind Point. If they roll an 8, they regain their confidence.

White-tailed Stag: Movement 2D8

Attack =5
Antlers: The Deer has antlers which it uses with great skill in combat. For every adjacent character that is attacking the Deer, it's defend goes up by one. This bonus is not calculated when it is attacked by a monster using a ranged spell or weapon. If the Druid is traveling with the deer, he or she also gains this ability.

Danger Sense: The Deer has a great feel for danger. Whenever the Druid pulls a "Wandering Monster", the Deer may attack first, even if it has already performed an action that turn.







Attack Dice5
Defend Dice5
Body Points5
Mind Points6
Feat of Strength5
Feat of Dexterity10



Magical Familiars cost 4 level points, and only the most powerful Druids can bond with them. These are Druids whose souls have truly bonded and become one with the land. Once a Druid reaches level 4, they are called upon to choose a path. This path then decides the type of familiar that travels with them. The Druid may change paths, but may only take one path, so a Druid may never have more than one Magical Familiar. (The only exception is the Mycanoid, see below.)

Also, magical familiars are similar to the Lesser and Intermediate Familiars in that they either all hover, fly, or are so lightweight that they don't normally set off traps. However, because their presence is so unusual, they DO activate rooms and monsters will attack them on sight. Note: Flying and Hovering familiars also do not automatically DETECT traps either. They ignore them and pass over them as if they were not there.

ELEMENTAL PATH

This path is chosen by Druids who choose to harmonize themselves with the land itself.

Lesser Elemental: Movement: 2D8 - Hover


Elemental Reflection: When the Druid summons this Elemental they must declare which Element they are summoning. Having an Elemental Familiar essentially turns the Druid into a Mage for the purposes of Magical Resistance and Vulnerability. The Element of the Familiar determines the elemental resistance. See Here.

Elemental Fury: Now when the Druid attacks, if they do at least one point of damage they automatically add 1 Additional Body Point of Undefendable Elemental Damage. Again, the Element of the Familiar determines the Elemental damage. This works in ranged or melee.

Elemental Magic: the familiar may cast three spells of their specific element. They may cast each of these spells once:
Fire: Ball of Flame, Fire of Wrath, Courage
Water: Sleep, Water of Healing, Veil of Mist
Wind: Swift Wind, Genie, Tempest
Earth: Heal Body, Pass Through Rock, Rock Skin


PATH OF THE STORM

This path is chosen by Druids who choose to harmonize themselves with the raw power of the world.

Flying Snake: Movement: Movement: 2D10 - Flight




Breath Weapon:
The Flying Snake is dragon-kin. It can use each of its breath weapons once:
Flamelick: This weapon can be fired at any character, enveloping it in a ball of flame. It will inflict 2 Body Points of damage. The victim then rolls 2D6, and for each 5 or 6 rolled, the damage is reduced by 1 Body Point.
Frostlick: This weapon can be fired on any character, pelting it with icicles. It will inflict 2 Body Points of damage. The victim then rolls 2D6, and for each 5 or 6 rolled, the damage is reduced by 1 Body Point.
Spark: This weapon can be fired on any character, shocking it with electricity. It will inflict 2 Body Points of damage. The victim then rolls 2D6, and for each 5 or 6 rolled, the damage is reduced by 1 Body Point.

Venomous: The flying snake has strong venom. (See Venom Rules)

Bane Resistance: The flying snake is immune to Dragon Bane, and if it is traveling with the Druid they also gain the immunity.

PATH OF DECAY

This path is chosen by Druids who choose to harmonize themselves to the cycles of nature, for in nature death
leads to decay which in turn feeds the next generation of living things, which die and continue the cycle.


Mycanoid: Movement: 2d4


Lightfoot: The Mycanoid is so small that they do not immediately set off traps when they step on them. If the Mycanoid steps on a trap they roll a combat die, and they only set off the trap if they roll a black shield. Otherwise they may continue their turn as normal.

Spore Cloud: The Mycanoids are mushrooms, and breed by way of spores. Three times per game the Mycanoids may also use these spores as weapons, blasting them out in a one space radius. Any characters (aside from the Druid and any other familiars they may have) in the area of effect lose 2 Body Points. Characters may defend at the beginning of their turn by rolling 1D6 for each Body Point OVER TWO, and if they roll a 6 the effect is ended. If not defended the effect lasts 1D4+1 rounds. In addition, any Undead affected by the spell immediately sprout mushrooms. Any Undead who dies while under the effect of the cloud has a 25% chance of sprouting a new Mycanoid which will follow their parent and will act as an additional familiar until the end of the game.

PATH OF GROWTH

This path is chosen by Druids who choose to harmonize themselves with the nurturing force of nature.


Lesser Plant Spirit: Movement: 2d4


Lightfoot: The Plant Spirit is so small that they do not immediately set off traps when they step on them. If the Plant Spirit steps on a trap they roll a combat die, and they only set off the trap if they roll a black shield. Otherwise they may continue their turn as normal.

Thornskin: Once per game the Plant Spirit may cast this spell on themselves or the Druid, and it will cause the target of the spell to sprout thorns. If the thorn-skinned character is attacked in melee, the thorns will essentially reflect back up to three Skulls worth of damage. Thus, if a creature attacks and rolls 4 skulls, the target only has to roll one White Shield in defense. The other three Skulls are reflected BACK at the target, and function as if the target had attacked the target. These three skulls can be reflected back on one attack or on multiple attacks, but after three Skulls have been reflected the thorns fall off. (Spells and Ranged attacks are unaffected.)

Vine Whip: Twice per game the Plant Spirit causes a vine to lash forward from their hand, doing 2 Body Points of damage to any target they can "see". The target defends by rolling 2d6, and for each 5 or 6 rolled the damage is reduced by 1 point.

Entangle: Once per game the Plant Spirit may attempt to root a target to the floor of the dungeon by pushing their roots through the ground. The Plant Spirit then causes their roots to spring up under the feet of one target. These roots wrap around the target's feet and immobilize them, preventing them from moving. The roots have 3 Body Points and defend with 1 combat die. (Flying Creatures [or creatures with wings], incorporeal or creatures that lack solid form [such as some Undead and some Elementals] are unaffected.)

PATH OF MAGIC

This path is chosen by Druids who choose to harmonize themselves with the pure life force of nature.

Pixie: Movement: 2D10 --Flight




Faerie Dust:
The pixie releases a handful of sparkling magical sand that causes them to become invisible to all creatures for 1D6 turns. The invisibility is complete, and not even the Wizard's "Magical Sight" will reveal the caster. If the Pixie is traveling with the Druid when cast the dust covers everyone.

Lifeforce: This spell may be cast on any one Hero, including yourself. It's magical power immediately restores up to 4 lost Body Points, but it does not give a Hero more than their starting number.

Spiderwind:
This spell may be cast on any one Hero, including yourself. This spell summons a magical wind that infuses the target with the essence of the spider. It will increase the target's "Feat of Dexterity" by 2 points, which also allows the target to roll 2 extra Combat Die in defense. The spell will last at least 1d4 turns, and will persist until the target can no longer see a monster.

Ogre Strength: This spell may be cast on any one Hero, including yourself. It will increase the target's "Feat of Strength" by two points, which also allows the target to roll 2 extra Combat Dice when they attack. The spell will last at least 1d4 turns, but the spell will continue until the target can no longer see a monster.

Double Image: This spell may be cast on the spellcaster or on any one hero spellcaster chooses. It causes a life-like image of the hero to appear. If an attack against the hero is successful, they roll 1D6. On a roll of one through 3 the image is attacked instead and the Hero suffers no damage. The spell is broken the moment the hero can no longer see a monster.

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