Personality Types (CDH)

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You've now read how typical druids act in a variety of situations. But every druid—just like every other PC or significant NPC—should be different, with unique habits and personality traits. Chapter 2: Druid Kits illustrated the "role" of each kit and how a druid with a certain kit usually behaves. But not every druid of the same branch and kit acts the same way. To expand on this idea, a half-dozen common personality archetypes for druids follow.
Please note that using these personality types is totally optional—feel free to make up your own! This section, while intended for use primarily by novice role-players, can prove quite useful for experienced players who feel temporarily stumped for role-playing ideas or for DMs wanting a quick personality for an NPC druid.
==Diplomat==
The diplomat serves Nature best by resolving conflicts between intelligent beings through negotiation; wars must be avoided, as fields and forests burn regardless of which side wins. The fabled druidic neutrality makes these characters the clear choice for settling disputes, especially between human and nonhuman races.
For instance, if a heated dispute between wood elves and sylvan centaurs threatened to flare into war, the character might step in as a peacemaker, discover the root of the conflict, and arrange a just compromise. Or, the druid could act as an ambassador for a kingdom of sylvan folk, representing them in a human court.
In role-playing, the diplomat behaves with fairness and empathy. He always tries to see someone else's point of view, whether that someone else is an angry green dragon or a frivolous pixie, a proud knight or a hard-working farmer. But this fairness often masks an adamantine core of ruthless pragmatism. The character prefers solutions that benefit an entire region—including animals and plants—rather than a single faction. The diplomat isn't necessarily a pacifist—he may fight if talking fails or to enforce a peace he's brokered—but he prefers that a velvet glove mask the iron fist. Even so, the character generally takes the long view and values the harmony of the whole over the good of the individual.
This personality type works especially well with the Adviser, Pacifist, and Wanderer druid kits. It doesn't fit the Avenger or Guardian, but it can work with any other druid kits. The diplomat is best suited to an all-druid campaign, since other classes prefer fighting to talking. However, a peacemaking role can lead to adventure and intrigue (providing roles for bards, thieves, illusionists, and other characters skilled in subtlety), especially if—as often happens—a third party or warlike faction secretly works to foment wars or quarrels. And trying to mediate a dispute between an angry green dragon and a human baron can prove both exciting and dangerous!
==Gardener==
The gardener views the world as a garden: It needs loving care and someone to cut down the weeds. The character remains very much aware of her responsibilities as a druid. A deep love for the land—with all its animals and people—drives her to take decisive action to nurture and protect it.
A gardener believes a druid should actively intervene to promote the goals of the druidic order. She won't isolate herself in a grove in the wilderness. On the other hand, she usually stays in a particular region or country, feeling a close kinship to her own land, and knowing that she cannot take responsibility for the entire world.
The gardener sees combat as a job that sometimes has to be done: Avoid the unnecessary battles, but win the necessary ones. She uses her head when she fights, trying whatever tricks and tactics might give her an edge. However, she does not believe the ends justify the means and will not resort to strategies that go against the druidic ethos or her own conscience.
The character will see other people's points of view. Nevertheless, she lives devoted to the druidic ethos and actively carries the fight against anyone who threatens the land she holds dear.
The gardener personality is common among druids. It suits the Adviser, Savage, Wanderer, and Village Druid kits, but avoid using it with the Guardian kit—a gardener doesn't limit her attention to just one area.
==Idealist==
An idealist character—usually a young initiate—feels convinced that Nature needs saving, and he's the one to do it. Always optimistic, he sometimes bites off more than he can chew. He prefers to seek simple solutions to complex problems.
The idealist is usually pure of heart, meaning he doesn't lie or cheat and has few vices. While he seems fond of saying "Nature doesn't lie," he has yet to learn that many people do. Perhaps for that reason, people find it relatively easy to trick this character. However, if he realizes he's been manipulated or if he discovers corruption in someone he considered honest, his temper will flare in a fierce fit of anger.
In combat, the idealist rarely uses sophisticated tactics. He prefers to wield flashy spells, but will fight with physical weapons if necessary.
A young idealist usually doesn't feel ready to settle down, so sedentary kits like the Guardian or Village Druid don't work for him. He does not possess the bitterness of an Avenger and lacks the discipline of a Natural Philosopher and the subtlety of a good Adviser. The best kits for him are Beastfriend, Shapeshifter, or Wanderer.
==Mysterious Figure==
The mysterious figure is a druid with an enigmatic nature. She tends to appear and disappear regularly—show up, take swift action, vanish suddenly, and appear again when least expected and most needed.
The mysterious figure normally has a personal mission to fulfill: a wrong to right, an archenemy to defeat, or a balance to redress. Often she has returned from exile, escaped death, or overcome some other personal tragedy, and uses her secretiveness to surprise and confound foes.
The mysterious figure travels regularly, often going about in disguise or in animal shape. She makes many friends in unlikely places, but reveals her real identity or purposes only to her closest companions. Her fondness for drama leads her to save her best spells for a grand entrance or for the crucial moment where she casts aside her disguise.
Some druids with this personality have a quirky sense of humor. For instance, the druid may shapeshift into an animal before joining a party, becoming "adopted" as a pet before revealing her true form (if she does reveal it). This mischief works best for an NPC among PCs, or vice versa.
But for all her showmanship, the mysterious figure remains a careful and cunning strategist. She always makes sure she has a few tricks up her sleeve that even her friends don't know about. If she has a flaw, it is an unwillingness to share with others the details of her plans.
The mysterious figure works well as an Adviser, Outlaw, Shapeshifter, or Wanderer. Avoid pairing this personality with the Guardian or Village Druid kits.
==Nurturer==
The nurturer always seeks to help those around him, whether the beneficiary is a plant, beast, or human; he feels especially drawn to the suffering of others. Unlike the gardener, the character concerns himself more with individuals than with communities or members of a particular alignment. The character may work as a professional healer, but also may take a more active role. For instance, he might go adventuring to seek and rescue captives and victims of oppression. Whatever his reason for joining a party, he cannot resist a genuine cry for help.
The character does well providing emotional support to others, and people frequently turn to him with their troubles. He often proves a tower of strength in a crisis, rarely losing his courage. In combat, the character prefers to take a defensive role, protecting others and healing the injured. The character, while not a pacifist, remains reluctant to engage in violence, except to defend those under his care.
The nurturer comes as close to a good alignment as any other druid personality archetype. However, he does provide care without regard to the victim's alignment. Also, unlike most good characters, this druid gives as high a priority to the suffering of beasts as to the plight of humans.
==Rustic==
This druid champions the common people. She prefers a roadside inn to a noble's castle and would rather visit a village fair than a knightly tournament. Depending on whether she likes to stay in one place or move around, she'll usually have either the Outlaw, Village Druid, Avenger, or Wanderer kits. She has no interest in wealth—what she earns or finds she either gives to the needy or devotes to projects aimed at improving people's lives.
The rustic won't take any actions she believes would endanger or exploit peasants; she always tries to suggest plans by which the party's actions might benefit the commoners. For instance, instead of rescuing a noble from a band of orcs, she'd prefer to take action against a robber baron who has been oppressing his tenants. Afterward, she'll try to make sure the peasants reclaim some of the treasure their greedy overlord took from them.
If the character witnesses any kind of oppression of the common people, she becomes angry and wants to do something about it. If possible, she'll try to fix the situation—overthrow the evil baron, free the slaves, etc. If she doesn't believe she can win, she—ll usually try to make some gesture to help the victims, perhaps by giving agricultural advice, suggesting means of passive resistance, curing disease, donating money, or even helping a single family escape to a better life. Then she'll vow to come back and do more when she gains the power to help. In short, the rustic believes in treating all fairly, regardless of social class.
==Traditionalist==
The traditionalist takes pride in the old ways and opposes change for the sake of change. This mindset applies to alterations in land use, shifts in the structure of the druidic order, and fluctuations in the pattern of daily life in the character's region.
The traditionalist's philosophy means the druid vehemently opposes destroying the wilderness to replace it with crops, towns, or mines. Of course, he stands equally against radical druids like Shadow Circle members, who advocate the destruction of towns or cities. (However, some clever Shadow Circle members use a traditionalist facade.)
Traditionalist druids usually think things were better in the past and talk incessantly about how the present doesn't match ancient glories. They take pride in the history and accomplishments of the druidic order and usually have the ancient history nonweapon proficiency. A traditionalist believes unshakably in the basic tenets of druidism, such as protecting the wilderness and maintaining the balance of Nature, as well as protecting druidic customs, such as the challenge. Often the character takes an active interest in druidic politics to make sure that suitably tradition-minded druids find their way to high-ranking positions.
Almost any druid kit suits a traditionalist personality, provided the Order has an ancient history. On the other hand, say the DM decides that druids have developed the powers of the Shapeshifter kit only recently. In such a campaign, a traditionalist would avoid that kit.
==Fanatic==
A character with this personality has a drive to accomplish a particular self-appointed mission. All his personal efforts must go toward its fulfillment; he feels guilty if he has to devote time to other activities.
A fanatic believes the ends justify the means. Anyone and anything could become a sacrifice to the cause. One can inject fanaticism into any druid character by exaggerating the normal behavior of his branch or kit. Possible fanatics include the characters below:
* Druids with the Avenger kit may seek revenge for the defilement of a particular area of wilderness.
* Village Druids may act fanatically in defense of their villages, seeing all outsiders as potential threats and ruthlessly destroying anyone who harms "my people."
* Guardian druids can have a fanatical bent toward preserving the area under their protection. They have been heard to say things like, "You may travel through my forest, but if you cut even one living branch for firewood, damage one single leaf, or kill the smallest animal, you will regret it!"
* Druids with any kit may act like fanatics about duties to the Order, taking extreme actions against anyone who harms the wilderness. This kind of druid often adopts the viewpoint of the Shadow Circle.
The fanatic archetype does not normally suit a PC, but this personality can make an interesting NPC. In particular, fanatics make good rivals for more moderate druids, who work to rein in the excesses of extremists to maintain the Order's good name.
==Misanthrope==
The misanthrope doesn't like the company of people. Usually she considers mankind bad for Nature. A misanthrope may have had a particularly bad experience that soured her on mankind. Depending on her kit, she may prefer the company of animals or the solitude of the wilds.
In role-playing, the misanthrope generally assumes the worst of people. She may not act hostile, but it takes a lot of effort from the party to encourage friendliness. By her very nature, she tends toward dour, pessimistic behavior. She trusts no humans, and few demihumans or humanoids.
The misanthrope's unselfish love of Nature partially redeems her hostility; characters who display a similar affection for animals or the wild find her a true friend. Even so, deeds, not words, are the only things that can win her friendship.
The misanthrope has trouble verbalizing feelings—even if she likes or approves of someone, she won't say so. She'll simply offer her assistance. If she dislikes someone, or if something makes her angry, she's likely to turn her back and leave without a word.
In combat, she doesn't bluff and rarely utters a threat more than once. If she must use violence to protect herself or something she cares for, she'll strike without warning.
A misanthrope doesn't fit in with a party of human adventurers, but she makes a good NPC, especially if the party has a particular reason to seek her friendship.
This personality type works well with Beastfriends, Guardians, Shapeshifters, and Totemic Druids. It can fit Avengers, Natural Philosophers, and Wanderers, but does not suit Advisers, Savages, or Village Druids.