There are a number of other character types which are detailed in ADVANCED DUNGEONS & DRAGONS. There are sub-classes of the four basic classes. They are: paladins and rangers (fighting men), illusionists and witches (magic-users), monks and druids (clerics), and assassins (thieves).The most challenging of these (given my own prejudices and predilections) is the druid. Traditionally, the druid forgoes the cleric Turning ability and heavier armor in order to excel at nature-based skills and magic. Given that my only source material for creating a druid class for my version of Holmes & Cook is, well, Holmes and Cook, that approach really doesn’t lead me anywhere. There are no real mechanics about nature skills nor are there that many spells that could be described as nature magic.
This leaves me with an extant mechanic that normally is never associated with druids: Turning.
While this may seem odd, given the context of Holmes, where the druid is clearly labelled as a type of cleric and Turning is clearly a cleric-based mechanic, it actually make more sense in my head to go down this path rather than the one historically taken by D&D.
Therefore, the question becomes what exactly will the Turning ability represent in the case of a druid?
Given the whole nature schtick that is normally associated with the class, it occurred to me that the Turning ability of a druid could be associated with animals in the same way that it is associated with the undead with clerics.
Thus, a druid could use the Turning table to represent their ability to scare off or make friends with animals of various HD. A result of ‘D’ could then indicate the ability to take on an animal as a henchmen, rather than just being friendly.
Otherwise they function exactly like clerics.