Player's Guide to Clerics and Druids.pdf

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I NTRODUCTION
C REDITS
A UTHORS :
James Maliszewski (Chapters 1–3)
and Mike Mearls (Chapters 4–6)
C OVER A RTIST :
Michael Phillipi
I NTERIOR A RTISTS :
David Day, Nate Pride, Tim Truman, and Kieran Yanner
A DDITIONAL M ATERIAL :
Joseph D. Carriker, Jr., Graveyard Greg,
James Maliszewski
F RONT & B ACK C OVER D ESIGN :
Mike Chaney
D EVELOPER :
Joseph D. Carriker Jr.
D EDICATION
To Thalia Kyraphia , which has taught me more
about faith and its expressions than all of the books on
the subject ever could. Namaste.
E DITOR :
Anita Hager
M ANAGING E DITOR :
Andrew Bates
G ROVELSOME A POLOGIES
To James Maliszewski , for leaving his name out of
the Additional Materials section of the Player’s Guide
to Wizards, Bards and Sorcerers and the Player’s
Guide to Fighters and Barbarians . Mea culpa, mea
culpa, mea maxima culpa.
A RT D IRECTOR :
Rich Thomas
L AYOUT AND T YPESETTING :
Mike Chaney
Check out upcoming Sword and Sorcery Studio
products online at: http://www.swordsorcery.com
Distributed for Sword and Sorcery Studio by White Wolf Publishing, Inc.
This printing of Player’s Guide to Clerics and Druids is published in accordance with the Open Game License. See the Open Game
License Appendix of this book for more information.
Player’s Guide to Clerics and Druids, Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and Sorcery Studio, the
Sword and Sorcery logo, Creature Collection, Creature Collection 2: Dark Menagerie,Relics & Rituals, and Relics & Rituals 2: Lost Lore
are trademarks of White Wolf Publishing, Inc. All rights reserved.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
“d20 System” and the “d20 System” logo are Registered Trademarks owned by Wizards of the Coast and are used according to the
terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com.
Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission.
PRINTED IN CANADA
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PLAYER , S GUIDE TO CLERICS AND DRUIDS
3
P REFACE
4
I NTRODUCTION
B OOK O NE : C LERICS
9
C HAPTER O NE : T HE C OMING OF THE G ODS
20
C HAPTER T WO : C HURCHES OF THE S CARRED L ANDS
36
C HAPTER T HREE : L ITURGY OF THE G ODS
B OOK T WO : D RUIDS
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C HAPTER F OUR : L EGACY OF THE T ITANS
54
C HAPTER F IVE : C ULTS OF THE F ALLEN
70
C HAPTER S IX : S HAMANS AND S PIRITISTS
A PPENDICES
78
A PPENDIX O NE : T HE W AYS OF F AITH
90
A PPENDIX T WO : T HE M ASTERS OF F AITH
124
A PPENDIX T HREE : T HE T OOLS OF F AITH
140
L EGAL A PPENDIX
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I NTRODUCTION
Welcome to the third in the Player’s Guide series.
Our intent with this series is simple: We want to
examine the ways in which players can become a stron-
ger part of the setting in which their characters exist. By
providing ways in which characters may derive a back-
ground from and have a role in the setting’s development,
they become closely tied to the setting. In turn, players
adopt a more vested interest in both their characters and
in the setting as a whole. The more richly a setting is
developed, the more characters can “come to life,” cre-
ating memorable role-playing and exciting adventures.
Thus, our goal is to help your characters become a
living, breathing part of the game world.
More than that, though, we want to see how these
classes might shape and inspire a campaign setting. The
player characters — and characters like them, past and
present — are the movers and shakers in the game world.
Not every character in the setting has levels in the so-
called “PC classes.” In fact, those who do are in the
minority. But from these relatively few individuals come
the events, both heroic and monstrous, that forever
shape their world.
Therefore, this series uses the setting of the Scarred
Lands to help show you how diverse classes weave their
influence into every aspect of the tapestry of a game
world. As with the rest of the book, you can refer to it for
your own Scarred Lands game, or use it as inspiration in
any other campaign.
The Player’s Guide to Clerics and Druids is more
than suggestions and rules on how to play a certain type
of character. This is a book about determining how your
characters, and those like them, have affected the world.
To this end, we look at the powers granted to those who
serve the most ineffable powers, be they divine or dru-
idic. Regardless of whether the character takes up plate
mail and wields the powers of the heavens in his gods
name, or dons the mantle that is the druid's legacy of
earth, beast and plant, the actions of these priests helps
to shape the very nature of the campaign setting.
Within these pages are the faithful — but whether
that faith creates a healer and bringer of benedictions, or
a ravening destroyer and corrupter depends entirely on
that character.
So, welcome to a book filled with the pious and the
primal, a book on rising gods, warring clerics, the powers
of the land and shape-changing spiritists.
Welcome to the Player’s Guide to Clerics and Druids .
J OSEPH D . C ARRIKER , J R .
S CARRED L ANDS D EVELOPER
S WORD & S ORCERY S TUDIOS
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PLAYER , S GUIDE TO CLERICS AND DRUIDS
While the Player’s Guide to Clerics and Druids is
designed for use in any d20 campaign, you’ll find that it
is undeniably focused on the Scarred Lands. Throughout
this book, you will read many references to that setting,
its history and its inhabitants.
Yet, it would be a mistake to assume that this
book’s utility is limited to the Scarred Lands. As
explained in the Preface, the purpose of the Player’s
Guide series is show how the various character
classes shape and inspire a campaign setting. The
Scarred Lands is used as a single example of this
process rather than the only one. Any references
to it are meant to inspire your own ideas regardless
of the campaign setting in which they occur.
Adapting material in this book to other set-
tings may require some work. This introduction
should make that easier, since it offers a compre-
hensive overview and plenty of suggestions. Armed
with its advice, players and Game Masters should
have little difficulty tailoring the rest of the book’s
content to campaigns set in other worlds, or even
to other conceptions of the Scarred Lands setting
than the standard one presented in Sword & Sor-
cery products.
As always, the key is for GMs to remember the oft-
quoted — though oft-forgotten — truism: you are the
final arbiter of what is and is not the case for your
campaign, wherever it is set. This book offers a multitude
of options, variants and alternate takes on many aspects
of the core classes of clerics and druids (not to mention
an exhaustive discussion of their place in the Scarred
Lands setting). If anything here runs counter to your
conception of things or would do violence to the estab-
lished truths of your campaign, feel free to ignore them!
That’s as true for campaigns in the Scarred Lands as in
any other setting. Use only what appeals to you and is
genuinely useful, and discard the rest.
So long as you bear that in mind, this book is
as valuable to players and GMs alike, regardless of
whether the campaign is set in the Scarred Lands
or in a game world of their own creation.
acters relate to the setting and the kind of impact
that they can have on it.
It’s important to note that some campaign settings
are broadly enough drawn that they can allow for mul-
tiple types of games depending on the interests of the
GM and the players. The following sections provide
some insight into the benefits and drawbacks of each
type. They also make it easier for those not playing in the
Scarred Lands to categorize their own campaign by its
type, so as to take fuller advantage of the material
presented in later chapters.
Simply read through the following to see where
your campaign best fits, and you’ll also find assis-
tance of how to adjust the rest of this book’s
contents accordingly.
H IGH F ANTASY
High fantasy is, in many ways, the default type
of fantasy roleplaying setting. Its name derives
from the fact that its fantastical elements — magic,
monsters, heroism — are at the high end of the
scale. High fantasy games are in no way “realistic.”
They pay little heed to notions of plausibility.
Instead, they rely on over the top plotlines, out-
landish locales and larger than life characters to
tell epic stories set in a mythical locale. Most high
fantasy games also have a strong component of
black and white morality to them. The forces of
good are virtuous and praiseworthy, while the
forces of evil are vicious and blameworthy.
High fantasy need not be simplistic, however.
In fact, many high fantasy tales contain very so-
phisticated examinations of the nature of evil and
the very real temptation to choose it over good as
a means to achieving an otherwise just end.
The Scarred Lands setting is largely a high
fantasy setting, so the majority of information in
this book is well suited to use in other high fantasy
campaigns. High fantasy regularly includes per-
sonal interactions with gods, demigods and their
servants. This means you should need to change
little of the content to accommodate a high fan-
tasy campaign setting, since nearly every element
is commonplace in such settings. All the GM
really must do is change the references to those
appropriate to his own setting rather than to the
Scarred Lands.
The same is true with the rules material in the
appendices. With proper adjustment, prestige classes,
feats and equipment could be added to other campaigns.
T YPES OF G AMES
Fantasy roleplaying games come in many fla-
vors, not all of which operate under the same
“rules.” That is, each type has its own distinct
mood, feel and tone, all of which influence how
the game is played and the types of stories that are
told within it. These in turn affect how the char-
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