Allihanna's Druid

Requirements: Advantages: Clericate (Allihanna) Disadvantages: Code of Honor (see below) Skill Set: Animals

Servants of Allihanna, Mother Nature, are divided into two basic types: druids and shamans (clerics). In fact, there are few differences, as both are priests devoted to the protection of animals and wildlife.

"Druid of Allihanna" is practically a redundancy. All druids love nature, and there is only one Goddess of Nature - both are indissoluble. There is no true Druid in Arton who does not show deep devotion to this goddess. Those who follow Megalokk or Ocean are even considered to be impostors.

Since animals are their only companions, druids usually wear only rags. They find creative ways to get material for their clothes: leather from large reptiles (which peel off from time to time), membranes from large eggs, cocoon silk, shells, leaves, flowers, feathers...

Code of Honor (Allihanna) (-1 point): do not use metal armor or cutting weapons (except in the case of natural items, such as claws, teeth and leather belonging to animals that died naturally, or weapons generated by magic). The killing of wild animals is only allowed in self-defense. Followers of Allihanna are unable to rest properly in cities (do not recover HP or MP); for this reason, they always prefer the open air to an inn room.

Animal Friend: you are especially attached to animals, and receive Ability + 2 on Animal skill checks.

Wild Form: once a day, you can take the form of a wild animal, chosen when you acquire this power. Whatever it is, you will receive Special Senses (Keen Hearing, Keen Sense of Smell and Keen Sight).

Beast Claws: you can use your claws to deal damage. During the battle, if you fight unarmed, you can spend your movement and your action to perform two attacks in the same round.