Scathacs get a surprising amount of powerful magic item and weapon access at first level. Of course, I’ve not played in the England setting for more than a session or two, so perhaps that is appropriate for the land? This one was quite interesting to write, as when I think of Druids, even Druidic Warriors, they also typically have access to magic spells, whereas the Druids of Rifts are more like apothecaries, enchanters, and blacksmiths; gentler versions of evil witches, really. I’m intrigued by it, and was not disappointed at all; it makes for a very interesting character who is also much stronger than the description belies. I named the horse after a fairly well known steed with a ginger, Scottish maiden rider, too.
Oh, and just a small note: GO VOTE TODAY!
Game: Palladium Books’ Rifts RPG
Books Needed: Rifts Ultimate Edition, Rifts World Book 03: England, and also some items borrowed from Kitsune’s Palladium Web Page (fan made, Palladium Books O.C.C.s/items/spells/etc.)
Recommended Setting: England and surrounding areas will yield the best opportunities for any Druid, though they could find themselves in other lands and still function well. Suited to any good aligned, beginning party, not suited in anti-magic campaigns.
Nickname: Caoh (pronounced “K-O”), “the Last Hammer”, or just “Hammer”
Exp. Level: One
Experience Table: Scathac Druid
O.C.C.: Scathac Druid
Invoke Trust/Intimidate: 40%
Health Points: 20 (+1D6/lvl)
S.D.C.: 62 (+1D6/lvl)
M.D.C.: Not applicable.
P.P.E.: 40 (+1D4+4/lvl)
I.S.P.: Not applicable.
Chi: Not applicable.
Horror Factor: Not applicable.
PS: 27 (Lift/Carry: 1080/540lbs.)
SPD: 18 (Run: 13 mph.)
Hand to Hand: Martial Arts
+Restrain Punch: 3
Fist Punch 1D4
Power Punch 1D4x2 (counts as 2 attacks)
Power Kick 1D8x2 (counts as 2 attacks)
Karate Punch 2D4
Karate Kick 2D6
Body Flip/Throw 1D6, the victim loses initiative and 1 melee attack.
Racial Natural Abilities
Occupational Natural Abilities
Herbalist The Scathac can create and use magic herbs, but are not as adept as the other two orders of Druids. Their focus is on creating weapons and items for protection and the use of magic herbs in the creation of magic irons, cauldrons and weapons. (See pages 27-37 of World Book: England for a list and descriptions of all magic and legendary herbs and items using herbs.)
Blacksmith Magic: Cauldrons/Iron/Wood A magic cauldron is made from iron and must be entirely hand crafted by a Scathach. As the Druid makes the metal container, he evokes earth magic, summoning mystic energy from the fey fines and sprinkling magic powder from appropriate magic herbs and wood. The process usually takes months, mainly because the three key stages of magic construction requires going to a place of magic during a time of peak energy. Each of the three phases require 133 P.P.E. A magic cauldron can be any size desired, from the size of an average pot to a five gallon kettle. Small ones will have 2D4×10 M.D.C. while large ones will have 2D4×100 M.D.C.; reducing the M.D.C. to zero destroys the cauldron. Like the creation and distribution of magic herbs and wands, the druid is careful not to make too many and not to give (or occasionally sell) them to people who will misuse them. (See pages 41-42 of World Book: England for a list of magic cauldrons that can be made, as well as iron and wood items which can be enchanted.)
Horsemanship: General Knows basic riding skill as well as general care of a horse, is not trained for combat. Combat Bonuses: +1 parry/dodge, +1D4 S.D. from attacks from melee weapons or kicks, a charge attack with polearm/spear +1D6 S.D./M.D. (depending upon the weapon damage, rider must roll successfully under the second percentile to prevent being knocked from horseback upon impact, counts as 2 melees), and horse attack is possible with no bonuses. All bonuses are in addition to applicable combat bonuses and only apply to the rider while on horseback, not the horse.
+Magic: 5 (+1 when carrying Oak Staff of Strength.)
+Ritual Magic: 5 (+1 when carrying Oak Staff of Strength.)
+Harmful Drugs: None
+Possession: (+1 when carrying White Dutch 4 Leaf Clover. +2 vs. magical possesion, and +1 more when carrying Oak Staff of Strength.)
+Horror Factor: 2 (+1 when carrying Oak Staff of Strength.)
+Illusion: 2 (+1 when carrying Oak Staff of Strength.)
+Curses: 2 (+1 when carrying Oak Staff of Strength, and impervious when carrying White Dutch 4 Leaf Clover.)
+Mind Control: (+2 vs. magical mind control, and +1 more when carrying Oak Staff of Strength.)
+Faerie Magic/Food/Drink: 3 (+1 vs. Faerie Magic when carrying White Dutch 4 Leaf Clover.)
+Unwanted Magic Potions/Food: 3
+Witch Magic: None (+1 when carrying White Dutch 4 Leaf Clover.)
R.C.C. Related Skills:
Mystic Herbology 25% +5%/lvl
Identify Plants and Fruits 35% +5%/lvl
Wilderness Survival 40% +5%/lvl
Land Navigation 46% +4%/lvl
Boat Building 50% +5%/lvl
Carpentry 40% +5%/lvl
Cooking 50% +5%/lvl
Mathematics: Basic 60% +5%/lvl
Language: Native: English 98% (maximum)
Language: Other: Gobbley 65% +3%/lvl
Language: Other: Faerie Speak 65% +3%/lvl
Language: Other: Dwarven 65% +3%/lvl
Horsemanship: General 50%/30% +4%/lvl (See Occupational Abilites.)
Pilot: Boat: Sail Type 70% +5%/lvl
Pilot: Boat: Motor/Race/Hydrofoils 65% +5%/lvl
Pilot: Boat: Ships/Seamanship 55%/50% +5%/lvl
O.C.C. Related Skills: (+2 skills at levels 3, 7, 11, and 15.)
Literacy: Native: English 40% +15%/lvl
– Sense of Balance 50% +3%/lvl
– Work Parallel Bars and Rings 60% +3%/lvl
– Backflip 70% +2%/lvl
– Prowl 30% +5%/lvl
– Climbing 25% +5%/lvl
– Climb Rope/Rappel 60% +2%/lvl
History: Post Apocalypse 40%/35% +5%/lvl
Lore: Faeries and Creatures of Magic 30% +5%/lvl
Swimming 50% +5%/lvl
Lore: Magic 25% +5%/lvl
Mythology 30% +5%/lvl
Archery (+1 strike 1, 2, 4, 6, 8, 10, 12, 14. +1 parry with a bow weapon at level 1. +1 disarm 2, 5, 10, 15. Rate of fire is 2 shots per melee round, +1 extra shot 2, 4, 5, 8, 10, 12, 14. May fire at 50% further distance with no bonuses.)
Targeting (+1 strike when thrown 1, 3, 7, 10. Critical damage on natural 19-20. See page 328 in Rifts Ultimate Edition for full description.)
Blunt (+1 strike/parry 1, 3, 6, 9, 12. +1 strike when thrown 5, 10, 15, not designed for throwing.)
Survival Knife: 1D6, ×2.
Damage: 6D6 S.D..
Payload: 10 shots per spring clip, ×30 extra ammo.
Magic Hammer: Never bends, dulls, or breaks and is impervious to even M.D. fire and heat. Inflicts 2D4 S.D. when used as a weapon. Black Market Cost: 8,000 credits.
Magic War Hammer: Made of oak and iron, surprisingly lightweight, but inflicts an amazing 4D6 S.D. to mortal foes, 2D6 M.D. to supernatural foes, 4D6 M.D. to vampires, and is + 1 to strike and parry. Black Market Value: 3,000 credits.
Magic Oak Staff of Strength: A magical branch that cannot be broken or bent. As a weapon it inflicts 4D6 S.D. to mortal foes and 4D6 M.D. to supernatural opponents. It also provides its owner with the following bonuses: +1 to save vs all magic and psionic attacks, + 1 to save vs horror factor, additional stamina (fatigues at half the usual rate) and the ability to carry an amount of weight as if the character had supernatural strength. It does not need to be in hand for the bonuses to apply, merely carried. Black Market Value: 220,000 credits.
Huntsman Main Body: 45 M.D.C., Head: 35 M.D.C., Arms: 15 M.D.C. each, Legs: 22 M.D.C. each. -10% to movement.
Riding Horse: Angus Carry/Pull: 500lbs/5tonnes. Speed: 35mph. P.P.E.: 26, sensitive to ley lines, the supernatural, or strong magic. Age/Lifespan: 4/14. H.P.: 26. S.D.C.: 36. Attacks: 3. Damage: Front Kick 2D6 S.D., Hind Kick 4D6 S.D. Black fur with a white star and flowing black mane, and thick, slightly shaggy fur due to living in harsh conditions; a gentle beast, very friendly toward others unless he senses tension in his owner.
Magic Horseshoes: Enables the horse who wears them to run 25% faster, exert itself for ×2 as long before becoming exhausted, and leap 10ft higher and farther. Black Market Cost: 40,000 credits a pair.
Gear (All located in backpack unless stated otherwise.)
Metalworking Tools (in Reinforced Satchel)
Portable Forge (in Reinforced Satchel)
Scrap Metal ×10 lbs. (in a Sack)
Portable Tool Kit
Spike x6 (in Utility Belt)
Nail, Large ×36 (in Utility Belt)
Sack, Medium ×3 (for herb storage)
Lighter (in Utility Belt)
Flint (in Utility Belt)
Flashlight (in Utility Belt)
Air Filter, Disposable ×5
First Aid Kit
Empty Vial ×5 (for potions)
Clothing Set ×2
Pocket Notebook (in pocket)
Pen ×2 (×1 in pocket)
Protein Healing Salve, 8oz. Tube ×5 (doubles the rate of healing)
Infared Distancing Binoculars (2 mi range)
Magic Oak Bark An acorn sized piece of bark can be eaten or made into a tea or potion. Instills the magic power of Armor of Ithan with an M.D.C. of 60. Duration of the power is 20 minutes. Black Market Value: 40,000+ credits. ×3
Magic White Dutch 4 Leaf Clover A charm that enables its owner to See the Invisible, makes them impervious to magic curses and illnesses and gives him a bonus of +1 to save vs possession, witch, and faerie magic. Black Market Value: 50,000
Magic Ash Tree Wand Will heal 1D6 H.P. or S.D.C. and can be used three times per day. Black Market Value: 350,000 credits and up.
Magic Manacles The lock cannot be picked even by magical means, such as the Escape spell, and only a supernatural strength of 50 or higher can force them open. The manacles never rust and have 100 M.D.C. Black Market Cost: 200,000 credits per each set.
Cauldron of Endless Water This cauldron always looks empty, but when a glass, mug or other container is dipped or placed inside, it becomes filled with fresh, cool water. Black Market Cost: 40,000
Cauldron of Plenty Food or drink that is prepared in the cauldron will feed ×10 as many people as a normal cauldron its size; note that simply placing food or drink inside the cauldron does not change the items in any way. The food or drink must actually be cooked inside it. Black Market Cost: 300,000 credits.
Environmental Sleeping Bag (homebrew, see Kitsune) These sleeping bags are extremely popular with adventures especially since they protect from both heat and cold. Sometimes on the trail it is not practical to set up a tent so there are also environmental sleeping bag and bedrolls. Similar to magical tents, the sleeping backs are enchanted with various mystic symbols sewn into the fabric. Magically endowed, the inside of the sleeping bag/bedroll will be a constant pleasant environment; always dry and warm (70° Fahrenheit) regardless of the conditions outside. Note: The sleeping bag/bedroll cannot protect against major acts of nature, such as lightning, floods, mud slides, earthquakes and so on. Nor can it protect against similar, magically induced elemental forces above 4th level strength.
Elemental Hot Stone, Greater (homebrew, see Kitsune) They are usually made from Granite or Volcanic Glass. The stone basically creates heat on it. There are many uses for these items. They can be used to cook food (through dropping a smaller rock in the food cooking), can be used to heat baths, and to keep a house or tent warm to name just a couple of uses for this item. Some create a moderate heat around 150° Fahrenheit (65.5° Celsius) and some create a greater heat of around 250° Fahrenheit (121.1° Celsius.) While these stones can cause blisters, there is no risk of fire. The moderate version can be tucked into clothing to keep the wearer warm due to not having as much of a risk of causing burns. Comes with a pouch which is immune to its magic.
Elemental Cold Stone, Lesser (homebrew, see Kitsune) They are made from stones usually from a river bed or those from a glacier and can be any stone type. The stone basically absorbs heat from around itself and are extremely useful. A stone carried in a backpack will keep any food in there fresher longer and is useful for the simple job of cooling drinks. A second use is as a method to keep fevers down. Some in hot climates even used these stones to keep themselves cool. The stones come in two different strengths. One is always around 32° Fahrenheit (0° Celsius) while the other is around 0° Fahrenheit (-17.8° Celsius) and will produce ice in water around it. Comes with a pouch which is immune to its magic.
Salary Not applicable.
Black Market Items (See Weapons and Magic Gear.)
Other Currency 6000 credits worth in gems and precious metals.
Magic (P.P.E. Cost)
Psionics (I.S.P. Cost)
Not applicable, in fact, a Druid will never consider artificial enhancements, though they may consider bio-system cybernetics if absolutely necessary.
Power Armour/Robot Vehicles
True Name: Caoimhe MacCormack
Occupation: Wandering Blacksmith/Enchanter
Height: 5′ 0″
Description: Short cut red hair, green eyes, densely freckled and tanned skin, and a short, stocky stature. She is often wearing her armour, though under it she is dressed in traditional Druid’s robes, often colored brown and orange, or deep green and yellow.
Insanity(s): Phobia: Demons, Hysterical Aggressive Reaction to Phobia.
Sentiments Toward Coalition State: Indifference, they have little presence in Scotland and there are more important matters to attend to.
Sentiments Toward D-Bees: Wary, the D-Bees of the United Kingdoms are often unsavory or mischievous, though she operates on a case by case basis.
Sentiments Toward Humans: Wary, she is mistrustful of most persons, human or not, though she does not believe them to be superior to D-Bees in any fashion.
Mutations: Not applicable.
Background Born in the rolling hills and cliffs of Scotland to a long line of Druidic masters, the MacCormack clan well known for their role in banishing a small demon army over a hundred years prior from their land. Caoh’s training began early on; while she was skilled with the recognition and use of magic herbs, it became clear that her talents lie in combat and the ancient art of enchanted blacksmithing. She was the steady pupil of her Grandfather, an Elder Scathac Druid named Naomáhn, learning the basics of enchanting, the creation of such wonderous items and their use in and out of combat, as well as what it meant to be a Druid. They traveled much of Europe together once she was 13. Her Grandfather had a special rapport with Fae folk, and so did she develop knowledge of their ways and speech. After her 20th birthday, they finally arrived back to the MacCormack lands, finding them razed and smoldering; a hole in the green hills. They had been destroyed utterly by demons, angered and waiting for their revenge for over a century, and finally finding a portal through to ravage the clan, even though no living members had been involved in their initial banishment. Spending time to gather what remained of their clan that was able to fight (for they were not the only ones away), they planned an alliance with other Druid clans, to put the demons down for good. At the time of the confrontation, however, only the MacCormacks fought, abandoned by the fearful friends from whom the sought aid. Though they managed to kill many of the odious creatures with their powerful weapons and enchantments, the battle was ultimately a loss. Naomáhn, realizing their fate minutes before, used his remaining magic herbs, rendering Caoh invisible to their attackers and making her promise to flee and hide herself away with his cauldrons and enchanted weapons; so their legacy may die out and the demons will not seek any of their last family members. Caoh witnessed her dear Grandfather’s (and several other relatives’) gruesome murder, and though she fled, swore to rid the land of this terrifying demonic blight. In the next 3 years, she lived a nomadic lifestyle, assisting any she can and gaining strength to some day reestablish her Clan line, pass on her talents, and end those who murdered her family. She calls herself the “Last Hammer” because she is the last of the MacCormack Scathacs, and one of the few Druids who remain.
Family Tree: Grandfather was Naomáhn MacCormack, a skilled and renowned Scathac Druid. He was almost closer to her than her own Father and Mother, Neil and Moira, as both parents were Dryads and traveled much to seek out their mystical herbs; something Caoh was reluctant and unsuited to do. All are deceased, she had no siblings.
Caoh “the Last Hammer”, Human (Scrupulous, 1st level Scathac Druid O.C.C.)
IQ: 12 ME: 10 MA: 16 PS: 27 PP: 18 PE: 20 PB: 16 Spd: 18 HP: 20 SDC: 62 PPE: 40 Attacks: 5
Arms: Magic Hammer (2D4), Magic Warhammer (4D6 to mortals, 2D6 MD to supernatural foes, 4D6 MD to vampires), Magic Oak Staff of Strength (4D6 to mortals, 4D6 MD to supernatural foes), Huntsman Armour (154 MDC).
Abilities: Magic herbalism, enchanting, and magic blacksmithing.
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