Difference between pages "Crayfish (giant)" and "Druid Sage Abilities"

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{{Bestiarychart
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Below can be found a list of the [[Knowledge Points|knowledge]] [[Sage Field|fields]] and [[Sage Study|studies]] available to the [[Druid (class)|Druid Class]].  Starting at [[Experience Level|1st level]], the druid gains one field, and one study within that field.  This choice is left entirely to the player.  There are four fields to choose from:
| name = Crayfish (giant)
 
| species = mollusk
 
| noapp = 1–4
 
| behaviour = solitary
 
| range = [[Limnetic (range)|limnetic]], [[Profundal (range)|profundal]]
 
| size = 8 ft. long
 
| weight = 1,300 lbs.
 
| int = 0
 
| AC = 4
 
| HD = 4+4
 
| AP = 4
 
| THAC0 = 17
 
| hpdie = d12
 
| attack = claw/claw
 
| dmg = 2–12/2–12
 
| special = [[Claw (attack)|claw]], [[Surprise (combat)|surprise on a 1-3]]
 
}}
 
  
'''Giant crayfish''' are immense creatures found on the shorelines and sodden areas adjacent to freshwater lakes and tropical nyanza, up to 50 feet below the water's surface. They also dwell in drowned swamps. They are largely scavenging creatures, but if disturbed they have been known to attack.
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::'''Animal Life''': provides familiarity with living, breathing creatures of natural, non-magical origin, their lifestyles and instincts, and the ecologies in which they dwell. The field is divided into different animal forms.
  
[[File:Giant Crayfish.jpg|left|420px]]
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::'''Earth & Sky''': the study of the physical world collectively, including landscape, features and products of the earth, reaching to all natural forms of the material universe. The field is divided among the natural sciences.
Giant crayfish will sometimes rush forward, usually launching themselves out of deep water, to seize prey moving upon a small boat or next to the shore. If encountered emerging from the water like this, they will surprise on a 1–3 out of 6. When attacking, they will always focus both their claws on the same target.
 
  
If either claw individually succeeds in [[Stun Lock|stunning]] an opponent, it will have the creature in a vise-like grip. The crayfish will then begin to move away, all the way to the water if necessary, until it is able to consume its victim; meanwhile, the crushed victim will suffer 1–4 damage per round. The crayfish's claw can be loosened if the crayfish is successfully stunned.
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::'''Plant Life''': provides familiarity with growing plants, fungus and like growing creatures of natural, non-magical origin, their distribution, cultivation and manner of fertility. The field is divided into different plant forms.
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The studies within these fields are each described more thoroughly on their own pages — and in turn are a number of sage abilities that await possession by player characters and others. Following are a list of studies sorted by their field.<br>
  
The meat from a giant crayfish is edible and can, if preserved or transported to a market within 4 to 5 hours, be sold for a good price.
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==== Animal Life ====
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:'''[[Amphibians & Reptiles (sage study|Amphibians & Reptiles]]''':
  
See [[Bestiary]]
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:'''[[Birds (sage study)|Birds]]''':
  
[[Category: Lacks Image]]
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:'''[[Bugs & Spiders (sage study)|Bugs & Spiders]]''':
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:'''[[Golems (sage study)|Golems]]''':
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:'''[[Mammals (sage study)|Mammals]]''':
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:'''[[Sea Life (sage study)|Sea Life]]''':
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:'''[[Slime Molds (sage study)|Slime Molds]]''':
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==== Earth & Sky ====
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:'''[[Alchemy (sage study)|Alchemy]]''':
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:'''[[Animal Physiology (sage study)|Animal Physiology]]''':
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:'''[[Geography (sage study)|Geography]]''':
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:'''[[Geology (sage study)|Geology]]''':
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:'''[[Natural Astronomy (sage study)|Natural Astronomy]]''':
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:'''[[Oceanography (sage study)|Oceanography]]''':
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==== Plant Life ====
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:'''[[Bushes & Shrubs (sage study)|Bushes & Shrubs]]''':
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:'''[[Flowers & Sprigs (sage study)|Flowers & Sprigs]]''':
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:'''[[Fungi (sage study)|Fungi]]''':
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:'''[[Grasses & Grains (sage study)|Grasses & Grains]]''':
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:'''[[Mosses & Ferns (sage study)|Mosses & Ferns]]''':
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:'''[[Trees (sage study)|Trees]]''':
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== Awarding Knowledge Points ==
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At 1st level, the druid player character will gain 12 knowledge points in their chosen study.  A d6-1 is rolled for the other studies in the druid's chosen field, producing a result of 0 to 5 each.  A d4-1 is rolled for all other studies in all other fields, producing a result of 0 to 3 each.  Therefore, the druid will accumulate sufficient points in every study to most likely become an amateur in all or most studies.  Be sure to read the sage abilities page for additional details.
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This accumulation is assumed to occur steadily, through everyday discussions with NPCs in settled places, chance reading of books, experiment and insight, whether or not the character ever expresses their intention to gather this knowledge.  Time in the campaign is often skirted over ... so we may assume the character spoke to someone in their profession along a road, at a tavern, perhaps finding a shelf of books (and poking through them) during an afternoon's shopping or whenever.
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Once the character has gained sufficient levels, the number of both fields and studies are increased. Furthermore, as levels are gained, so are knowledge points, enabling characters to progress from amateur to authority, and thence to expert and sage.  At 5th, 9th and 13th levels, the druid will gain a new study in a field that the druid possesses.  At 7th and 13th levels, the druid will gain a new field.

Revision as of 20:31, 20 August 2020

Below can be found a list of the knowledge fields and studies available to the Druid Class. Starting at 1st level, the druid gains one field, and one study within that field. This choice is left entirely to the player. There are four fields to choose from:

Animal Life: provides familiarity with living, breathing creatures of natural, non-magical origin, their lifestyles and instincts, and the ecologies in which they dwell. The field is divided into different animal forms.
Earth & Sky: the study of the physical world collectively, including landscape, features and products of the earth, reaching to all natural forms of the material universe. The field is divided among the natural sciences.
Plant Life: provides familiarity with growing plants, fungus and like growing creatures of natural, non-magical origin, their distribution, cultivation and manner of fertility. The field is divided into different plant forms.


The studies within these fields are each described more thoroughly on their own pages — and in turn are a number of sage abilities that await possession by player characters and others. Following are a list of studies sorted by their field.

Animal Life

Amphibians & Reptiles:
Birds:
Bugs & Spiders:
Golems:
Mammals:
Sea Life:
Slime Molds:

Earth & Sky

Alchemy:
Animal Physiology:
Geography:
Geology:
Natural Astronomy:
Oceanography:

Plant Life

Bushes & Shrubs:
Flowers & Sprigs:
Fungi:
Grasses & Grains:
Mosses & Ferns:
Trees:

Awarding Knowledge Points

At 1st level, the druid player character will gain 12 knowledge points in their chosen study. A d6-1 is rolled for the other studies in the druid's chosen field, producing a result of 0 to 5 each. A d4-1 is rolled for all other studies in all other fields, producing a result of 0 to 3 each. Therefore, the druid will accumulate sufficient points in every study to most likely become an amateur in all or most studies. Be sure to read the sage abilities page for additional details.

This accumulation is assumed to occur steadily, through everyday discussions with NPCs in settled places, chance reading of books, experiment and insight, whether or not the character ever expresses their intention to gather this knowledge. Time in the campaign is often skirted over ... so we may assume the character spoke to someone in their profession along a road, at a tavern, perhaps finding a shelf of books (and poking through them) during an afternoon's shopping or whenever.

Once the character has gained sufficient levels, the number of both fields and studies are increased. Furthermore, as levels are gained, so are knowledge points, enabling characters to progress from amateur to authority, and thence to expert and sage. At 5th, 9th and 13th levels, the druid will gain a new study in a field that the druid possesses. At 7th and 13th levels, the druid will gain a new field.