Mentalist-Druid
TemplateDungeon Fantasy 14: Psi · p.17
Open source p.17The main reason to become a mentalist-druid is to add spells that are really far from what Psionics does. It’s about great breadth, not synergy – that, and controlling people and beasts.
Advantages: Power Investiture 2 (Druidic) [20].
Skills: Esoteric Medicine (Druidic) (H) Per-2 [1]; Herb Lore (VH) IQ-3 [1]; Naturalist (H) IQ-2 [1]; Pharmacy (Herbal) (H) IQ-2 [1]; Religious Ritual (Druidic) (H) IQ-2 [1]; Theology (Druidic) (H) IQ-2 [1]. • Four of Animal Handling +50 points (any), Disguise (Animals), Hidden Lore (Elementals, Faeries, or Nature Spirits), or Weather Sense, all (A) IQ-1 [1]; Diagnosis, Mimicry (Animal Sounds or Bird Calls), or Veterinary, all (H) IQ-2 [1]; or Survival (any) (A) Per-1 [1]. Special Abilities 20 points total in Druidic abilities and/or druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture (Druidic).