On The Rhine, all Druids are of Celtic Origin; within Celtic Society the druids are viewed as natural philosophers, seers, impartial mediators and religious leaders. Traditionally, the druids are the priests and priestesses of the Celts. The druids’ central belief focuses around the indestructibility of the universe and the souls of men and women; they taught that when a person died their soul would be reborn into a new body.
Historians argue whether the natural philosophy of the druids originated independently of any outside influence, or whether it shares some origin with Pythagoreanism.
Within Gaul, druids are members of the most distinguished social classes and afforded special privileges: exemption from taxes, exemption from military services, and viewed as inviolable leaders of men.
Within Rome, druids are feared for their ability to potentially unite the Celtic Tribes, and are considered to be enemies of the Empire. Several hundred years before the setting, Emperor Augustus outlawed the worship of all Druidic Religions, and since that time druids have been hunted down to a state of near extinction. If a druid is found within Roman Lands they can expect to be chased off, arrested, or perhaps even attacked on sight. Even with the more accepting Romans, a druid will receive a -4 reaction penalty.
Druids also have a well-known reputation for sacrifices, particularly human sacrifice in gore-speckled groves. Celtics tend to slay most of their war captives out of the belief that the gods will exchange the life of prisoners for those of badly wounded Celts; most sacrifices are made to Lugh, the Sun God. He is a Celtic deity of war, healing, fertility, and the guardian of his people against pestilence and hostile arms. Offerings to Lugh are hung in oak trees, ritually wounded, and then slain.
Hit Die: d6
Attack Bonus: +¾/level
Primary Saving Throws: Fortitude, Will
Primary Class Attribute: Wisdom
Equipment Proficiencies: Light Armor, Medium Armor, Shield
Weapon Proficiencies: 2 at first level, +1 per three levels; 5 total.
Weapon Proficiency Options: Club, Dagger, Dart, Scimitar, Sickle, Sling, Spear, Staff
Skill Points: 4 + Int Modifier (* 4 at level 1)
Class-Skills: Animal Empathy, Concentration, Heal, Lore, Parry, Persuade, Spellcraft
– No Birthright
– Celtic Pantheon
– Must be Neutral alignment.
Spellcasting (Divine, armor failure does not apply)
A Celtic Druid casts spells using their Wisdom; a base Wisdom of 10 + spell level is required to cast a spell; Celtic Druids cannot learn spells of a higher level than 5th.
Starting at level 1, a Celtic Druid may summon their Animal Companion once per day. The type of animal and name can be changed at level up, with the choice being finalized upon reaching level 10.
A Celtic Druid can visit a Sacrificial Altar to commune with their Deity once every two hours, granting an EXP bonus based on the Lore skill.
A Celtic Druid can visit a Sacrificial Altar to sacrifice a component from slain foes once every two hours, granting Mythic Attribute Experience depending on the component chosen.
Upon reaching level 5, a Celtic Druid can visit a Sacrificial Altar to change their “focus” within the aspects of Druids; they can choose to become an Ovate, Hierophant, Avenger or Fallen Druid with each imparting different boons. This can be done freely.
– Being discovered as a Celtic Druid within Rome may be a deadly experience, as simply being a Celtic Druid is a crime.
– The Feat “Spell Focus: Transmutation” allows a Celtic Druid to sacrifice components without needing the component on hand and allows disguise options.
In order for a PC to Dual-Class into a Celtic Druid, they must have at least 17 Wisdom, be of Celtic Origin and follow the Celtic Pantheon religion.