Lini has always had a way with wild creatures. More than once her enclave was threatened by some great beast, yet each time she soothed it and sent it on its way. As an adult, she chose to leave her druidic fellows behind and explore and help protect the wild places of the world. Since then, Lini has collected more than a dozen sticks, one from each of the forests she has visited. These sticks are a road map of her experiences, and each holds a wealth of memories for her.
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck (☐ or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
Aquamancer
These druids command the animals of the sea.
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Hand Size
5
☐ 6 ☐ 7
Proficient with
☐ Light Armors | ☐ Weapons
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck (☐ or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
☐ When you succeed at a check to recharge a spell that has the Attack trait, you may put it on top of your deck instead.
☐ Recharge a card to reduce Acid, Cold, Electricity, or Fire damage dealt to you by 1 (☐ 2)
☐ Add 2 (☐ 4) to any combat check by a character at your location against a card that has the Aquatic trait (☐ or a ship).
☐ If you defeat a monster that has the Aquatic trait, you may put it in your hand. You may banish a monster from your hand to add 1d4 to any combat check at your location.
Feral Druid
Feral druids can become any animal, but usually ones with vicious teeth.
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Hand Size
5
☐ 6 ☐ 7
Proficient with
☐ Light Armors | ☐ Weapons
When you play an ally that has the Animal trait, if you would recharge, discard, or bury it for its power, you may instead shuffle it into your deck (☐ or put it on top of your deck).
You may discard a card to use a d12 for your Strength or Dexterity (☐ or Constitution) die; if the check is against a card that has the Animal or Aquatic trait, recharge the card instead.
☐ For your combat check, you may reveal a card that has the Divine trait to use your Strength skill + 1d8 and add the Magic and Melee (☐ and Fire, Cold, or Electricity) traits; you may not play a weapon on the check.
☐ Add 2 (☐ 4) to your check against a card that has the Animal trait.
☐ Recharge a card to reduce Combat damage dealt to you by 1 (☐ 2).