Phonetician

This variety of druid has studied their ancient texts for many years. They combine a love of literature with a love of nature. The commandments of their faith prohibit them from wearing armour or shields that are made of metal, but most phonetician druids have little to no combat training anyway. This variety of druidism is old and insular, and surprisingly well entrenched in the communities that practice it.

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Time to learn: 10-12 years of study as an initiate

Requirements: Literacy

Willpower 14

Follower of the Phonetician druidic faith

Special:

Most phoneticians are vegetarians, or even vegans. As such, you have the option of selecting vegetarian as a bonus background.



Skills
Administration I Agriculture apprentice Animal Lore I Arcane Symbols journeyman Blood Blessing apprentice Bookbinding apprentice Botany apprentice Calligraphy apprentice Distinguished Expertise I Epics apprentice Glyph Writing Herbalism I Magic Lore apprentice Mathematics apprentice Meditation Read and speak Scathach journeyman Read two other Dead Languages (apprentice) Religion (Phonetical druidism) I Speed Reading Teaching I The Art of the Deal Zoology apprentice Choose any history skill (apprentice) Pick any three lore Also pick any six skills you could have learned from a book, or upgrade any of the above


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Level bonuses
 Read and write any language that you can speak, even if your teacher was not literate. This applies to existing languages as well as any you learn going forward.  Druid Spells: You have perfect spelling for languages known that have an alphabet. You also have great handwriting. You're Doing It Wrong: You can explain exactly what someone said, wrote, or did incorrectly. You have no enhanced ability to change their minds or correct the poor behaviour, but you can tell them exactly how they are wrong.  Palatability: You may identify potable water and determine if toxins are in food. At this level you learn the following skills: Poetry apprentice, Law (choose one) apprentice, and any one medical skill.  Syntax: This enables you to determine the ruleset for any given process—even if one has not formally been developed—on a successful Common Sense check. Punctuation Punches: Gain the Berserker background. However, you have two retests to resist involuntary berserking or coming out of your grammarian rage. One is gained because she's much bigger and meaner looking than you, and the other because they wouldn't hit a guy with glasses.  Given only twelve to eighteen seconds (or about three rounds) in a wooded or otherwise heavily vegetated environment, you can disguise yourself as a tree, large branch, shrub, or other appropriate flora. This affects scent as well as sight.</li> +3 to saving throws versus written magic, runes, circles, wards, et cetera</li> Thier: Two abilities are gained at this level. On a successful Awareness check, you can determine the very roughly approximate location of a group of people. This has a range of a dozen miles, and an accuracy of half a mile. The second ability is when presented with one or more objects collectively owned by multiple people, and presented with a pool of potential or claimant owners, you can determine the right and proper devisee. Furthermore, you can differentiate legal holding from moral or just simple possession. </li> Oak-Knower Sacrifice: By slaying a sentient being, and burning the remains upon a sacrificial oaken pyre, you may learn anything that the oaks used could have known. This is spoken through the mouth of the victim. Information gained could be an event that the trees could have witnessed (as though it had eyes and understanding), conversations spoken beneath them (as though they had ears), or possibly even the mystical wisdom of the green forests. Many questions can be answered, as this ritual lasts until the body is burned to ash and bone. However, only a single subject of inquiry can be used. </li> Gaming the Grammar: With any ruleset you have learned or deciphered (via Syntax) you can add +5 to any checks to use that system to your advantage. </li> Sacred Mistletoe: A deadly missile can be constructed using mistletoe and the chosen victim's true name, which must be written upon the weapon. Once per month, a single missile can be constructed and enchanted. This must be on the night of the fourth when both moons show full in the sky. Only a single shot may be made with the weapon. If it pierces the skin of the chosen victim, he or she must make a saving throw against necromantic magic with a target value equal to half of your level rounded up. Failure on the saving throw brings instant death. Any form of projectile weapon can be so manufactured, but the physical constraints of mistletoe limit most uses to darts or hand crossbows. As this sacred material makes for a poor killing implement, the range increment is a third normal.</li> </ol> Per additional level: +1 to saving throws versus fire and magic

Per additional level divisible by four: Learn an additional language at the apprentice level, either contemporary or dead.


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