The grasslands teem with immense herds of migratory animals. Their numbers are greatest in the warm savannas, but the chillier prairies and steppes are also home to substantial populations of these nomadic beasts.
These ravenous creatures play a crucial role in maintaining the grasslands’ uniqueness. They hungrily devour any tree saplings that attempt to take root in the soil, thus helping to ensure that grasses remain the biome’s dominant flora. The herd master recognizes their essential part in the maintenance of this environment, though he also realizes that these animals serve as prey for the environment’s indigenous predators. What he strenuously objects to is the exploitation of these animals solely for economic gain. Slaying an animal exclusively for a body part, such as a horn or a tusk, and leaving the remaining carcass to rot in the fields, is a grievous crime against nature that demands a response. The herd master takes it upon himself to answer nature’s call and deliver that response to the offender. In addition to relying upon his tracking abilities to find the perpetrator, the herd master also develops contacts within the local humanoid communities to further advance his investigation. In many respects, the herd master must be equally adept at moving through the surrounding towns and villages as he is traversing the wilderness’ tall grasses in search of justice.
This ability replaces the nature sense ability.
A herd master may not select a domain and must choose an animal companion that is a herd animal. This can include any animal specifically listed as a herd animal, such as an auroch or bison, or one that is organized as a herd, such as an elephant or horse.
This ability replaces nature bond.
This ability replaces woodland stride.
At 4th level, a herd master gains a +1 morale bonus on attack and weapon damage rolls made against any creature that dealt damage to an animal, including the druid’s animal companion, since the end of the herd master’s last turn. The druid must be aware of the attack, and he must see the creature and the affected animal. This includes area spells that deal damage. This bonus increases by +1 for every four levels after 4th up to a maximum of +5 at 20th level.
This ability replaces resist nature’s lure.
At 9th level, a herd master may fly into a furious rage anytime he sees a creature with an Intelligence of 3 or more kill an animal. The druid must be able to see the killing, and it must take place since the end of the druid’s last turn. This effect functions as a rage spell that lasts for a number of rounds equal to the druid’s Wisdom modifier.
This ability replaces venom immunity.
Fields of Blood © 2015 Frog God Games, LLC. Author: Tom Knauss