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<center>'''Classes:''' {{Classes}}</center>
{{Classes}}
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[[Image:Ir druid.gif|Druid]]
[[Image:Ir druid.gif|Druid]]


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'''Description''': Druids are [[divine]] spellcasters who receive their spells from gods aligned with nature. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.
'''Description''': Druids are [[divine]] spellcasters who receive their spells from gods aligned with nature. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.


Druids are essentially priests of nature. In the older editions of the D&D Player's Handbook (PHB), druids had a very hierarchical structure to their organization. This is possible on Avlis too, but it is not the only norm. Structure depends on alignment. Therefore druidic orders with neutral or lawful alignments will have more order than chaotic druidic orders. Not all gods on Avlis can produce druids. In fact relatively few can. They are:  
Druids are essentially priests of nature. In the older editions of the D&D Player's Handbook (PHB), druids had a very hierarchical structure to their organization. This is possible on Avlis too, but it is not the only norm. Structure depends on alignment. Therefore druidic orders with neutral or lawful alignments will have more order than chaotic druidic orders. Not all gods on Avlis can produce druids. These are the gods who do have druids:
[[Dru'El]],
[[O'Ma]],  
[[O'Ma]],  
[[Dru'El]],
[[Pelar]],  
[[Pelar]],  
[[Dre'Ana]],  
[[Dre'Ana]],  
[[Titania]],  
[[Titania]],
[[Ingoren]],
[[Dagath]],  
[[Dagath]],  
[[Skern]],  
[[Skern]],
[[Balgar]],  
[[Berryn]],
[[Berryn]],
[[Cha'reth]],
[[Cha'reth]],
[[Keros]],
[[Yeraiah]] and  
[[Yeraiah]] and  
[[Verossa]].
[[Verossa]].
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Druidic orders are often not related organizationally to the church of the same god. However, sometimes they work together, like in the case of the Church of O'Ma and O'Ma's druidic order. Sometimes there is tension between the church and its druidic order because they do things a little differently ritualistically and they have concerns in different areas.
Druidic orders are often not related organizationally to the church of the same god. However, sometimes they work together, like in the case of the Church of O'Ma and O'Ma's druidic order. Sometimes there is tension between the church and its druidic order because they do things a little differently ritualistically and they have concerns in different areas.


'''Alignment Restrictions''': Any [[Neutral]]
'''Alignment Restrictions''': None


'''[[NWN:Hit Die|Hit Die]]''': d8
'''[[NWN:Hit Die|Hit Die]]''': d8
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==Special Abilities & Feats==
==Special Abilities & Feats==
*Level 1 [[NWN:Animal Companion (feat)|Animal Companion]], [[Nature Sense|Nature Sense]]
*Level 1 [[NWN:Animal Companion (feat)|Animal Companion]], [[Nature Sense|Nature Sense]]
*Level 2 [[NWN:Woodland Stride|Woodland Stride]]
*Level 2 [[Woodland Stride|Woodland Stride]]
*Level 3 [[NWN:Trackless Step|Trackless Step]]
*Level 3 [[NWN:Trackless Step|Trackless Step]]
*Level 4 [[NWN:Resist Nature's Lure|Resist Nature's Lure]]
*Level 4 [[NWN:Resist Nature's Lure|Resist Nature's Lure]]
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Druids gain their spells from the god(s) they follow, much the same way a Cleric or Paladin does. It does not come from nebulous force of nature, or the earth itself. It is the power of their god, channeled though them. It isn't the druid who picks the target of lightning when he or she calls it down, but rather his or her god that directs it.
Druids gain their spells from the god(s) they follow, much the same way a Cleric or Paladin does. It does not come from nebulous force of nature, or the earth itself. It is the power of their god, channeled though them. It isn't the druid who picks the target of lightning when he or she calls it down, but rather his or her god that directs it.


[[Magic:Druid Spells|Druid Spells]] (
[[Magic:Druid Spells:Level-0|0]]
[[Magic:Druid Spells:Level-1|1]]
[[Magic:Druid Spells:Level-2|2]]
[[Magic:Druid Spells:Level-3|3]]
[[Magic:Druid Spells:Level-4|4]]
[[Magic:Druid Spells:Level-5|5]]
[[Magic:Druid Spells:Level-6|6]]
[[Magic:Druid Spells:Level-7|7]]
[[Magic:Druid Spells:Level-8|8]]
[[Magic:Druid Spells:Level-9|9]] )


<u>Level 0</u>
{| border="0" style="background:#efefef; color:#000000; border-collapse:collapse"
*[[Magic:Cure Minor Wounds|Cure Minor Wounds]] heals 1d4 points of damage.
|- style="background:#c0c0c0"
*[[Magic:Flare|Flare]] dazzles target for 1 minute.
! Cantrips
*[[Magic:Light|Light]] cause the object touched to give off a 20' radius of light.
! 1st Level
*[[Magic:Resistance|Resistance]] gives the subject +1 bonus on all saves.
! 2nd Level
*[[Magic:Virtue|Virtue]] gives the subject 1 temporary hp.
! 3rd Level
! 4th Level
|-
| valign=top |                                                <!-- Level 0 spells -->
*[[Magic:Cure Minor Wounds|Cure Minor Wounds]]
*[[Magic:Flare|Flare]]
*[[Magic:Light|Light]]
*[[Magic:Resistance|Resistance]]
*[[Magic:Virtue|Virtue]]


<u>Level 1</u>
| valign=top |                                                <!-- Level 1 spells -->
*[[Magic:Camouflage|Camouflage]] gives +10 to Hide checks.
*[[Magic:Camouflage|Camouflage]]
*[[Magic:Cure Light Wounds|Cure Light Wounds]] heals the target 1d8 +1/caster level (+5 max) hp. 
*[[Magic:Cure Light Wounds|Cure Light Wounds]]
*[[Magic:Endure Elements|Endure Elements]] absorbs up to 20 points of any elemental damage type.
*[[Magic:Endure Elements|Endure Elements]]
*[[Magic:Entangle|Entangle]] causes plants to entangle everyone in a large circle.
*[[Magic:Entangle|Entangle]]
*[[Magic:Faerie Fire|Faerie Fire]] creates a pale glow that surrounds and outlines the subjects.
*[[Magic:Faerie Fire|Faerie Fire]]
*[[Magic:Grease|Grease]] slows and/or knocks down opponents.
*[[Magic:Grease|Grease]]
*[[Magic:Magic Fang|Magic Fang]] strengthens an animal companion which gets +1 bonus to attack and damage.
*[[Magic:Magic Fang|Magic Fang]]
*[[Magic:Sleep|Sleep]] causes 4 + 1d4 HD of creatures to fall into a deep slumber.
*[[Magic:Sleep|Sleep]]
*[[Magic:Summon Creature I|Summon Creature I]] brings a dire badger to assist the caster.
*[[Magic:Summon Creature I|Summon Creature I]]
*[[Magic:Ultravision|Ultravision]] allows the target to see in complete and magical darkness.
*[[Magic:Ultravision|Ultravision]]


<u>Level 2</u>
| valign=top |                                                <!-- Level 2 spells -->
*[[Magic:Barkskin|Barkskin]] grants a +3 to +5 natural armor bonus, depending on caster level.
*[[Magic:Barkskin|Barkskin]]
*[[Magic:Blood Frenzy|Blood Frenzy]] grants +2 to Strength and Constitution, +1 on Will saves, and –1 to AC to the caster.
*[[Magic:Blood Frenzy|Blood Frenzy]]
*[[Magic:Bulls Strength|Bull's Strength]] grants 1d4+1 STR for 1 hour/level to the subject with bonuses for militant levels.
*[[Magic:Bulls Strength|Bull's Strength]]
*[[Magic:Charm Person or Animal|Charm Person or Animal]] improves the reputation of the caster with the target.
*[[Magic:Charm Person or Animal|Charm Person or Animal]]
*[[Magic:Flame Lash|Flame Lash]] flays an enemy with flaming brands with increasing damage every 3 caster levels.
*[[Magic:Flame Lash|Flame Lash]]
*[[Magic:Hold Animal|Hold Animal]] makes one animal helpless for 1 round/level.
*[[Magic:Hold Animal|Hold Animal]]
*[[Magic:Lesser Dispel|Lesser Dispel]] removes all spell effects on one target, one effect on multiple targets, or area of effects.
*[[Magic:Lesser Dispel|Lesser Dispel]]
*[[Magic:Lesser Restoration |Lesser Restoration ]] dispels magic-induced ability, AC, att/dmg, saving throw, and SR rolls.
*[[Magic:Lesser Restoration |Lesser Restoration ]]
*[[Magic:One with the Land|One with the Land]] gives +4 skill competence bonuses for several nature related skills.
*[[Magic:One with the Land|One with the Land]]
*[[Magic:Resist Elements|Resist Elements]] absorbs up to 30 points of any elemental damage type.
*[[Magic:Resist Elements|Resist Elements]]
*[[Magic:Summon Creature II|Summon Creature II]] brings a dire boar to assist the caster.
*[[Magic:Summon Creature II|Summon Creature II]]


<u>Level 3</u>
| valign=top |                                                <!-- Level 3 spells -->
*[[Magic:Call Lightning|Call Lightning]]
*[[Magic:Call Lightning|Call Lightning]]
*[[Magic:Contagion|Contagion]]
*[[Magic:Contagion|Contagion]]
*[[Magic:Cure Moderate Wounds|Cure Moderate Wounds]] heals the target 2d8 +1/caster level (+10 max) hp.
*[[Magic:Cure Moderate Wounds|Cure Moderate Wounds]]
*[[Magic:Dominate Animal|Dominate Animal]]
*[[Magic:Dominate Animal|Dominate Animal]]
*[[Magic:Greater Magic Fang|Greater Magic Fang]]
*[[Magic:Greater Magic Fang|Greater Magic Fang]]
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*[[Magic:Mass Ultravision|Mass Ultravision]]
*[[Magic:Mass Ultravision|Mass Ultravision]]
*[[Magic:Neutralize Poison|Neutralize Poison]]
*[[Magic:Neutralize Poison|Neutralize Poison]]
*[[Magic:Poison|Poison]] inflicts the target with large scorpion venom.
*[[Magic:Poison|Poison]]
*[[Magic:Protection from Elements|Protection from Elements]] absorbs up to 40 points of any elemental damage type.
*[[Magic:Protection from Elements|Protection from Elements]]
*[[Magic:Quillfire|Quillfire]]
*[[Magic:Quillfire|Quillfire]]
*[[Magic:Remove Disease|Remove Disease]]
*[[Magic:Remove Disease|Remove Disease]]
*[[Magic:Spiderskin|Spiderskin]]
*[[Magic:Spiderskin|Spiderskin]]
*[[Magic:Spike Growth|Spike Growth]]
*[[Magic:Spike Growth|Spike Growth]]
*[[Magic:Summon Creature III|Summon Creature III]] brings a dire wolf to assist the caster.
*[[Magic:Summon Creature III|Summon Creature III]]


<u>Level 4</u>
| valign=top |                                                <!-- Level 4 spells -->
*[[Magic:Cure Serious Wounds|Cure Serious Wounds]] heals the target 3d8 +1/caster level (+15 max) hp.
*[[Magic:Cure Serious Wounds|Cure Serious Wounds]]
*[[Magic:Dispel Magic|Dispel Magic]] removes all spell effects on one target, one effect on multiple targets, or an area of effects.
*[[Magic:Dispel Magic|Dispel Magic]]
*[[Magic:Flame Strike|Flame Strike]]
*[[Magic:Flame Strike|Flame Strike]]
*[[Magic:Freedom of Movement|Freedom of Movement]] makes the target immune to paralysis, slow, and entanglement spells and effects.
*[[Magic:Freedom of Movement|Freedom of Movement]]
*[[Magic:Hold Monster|Hold Monster]]
*[[Magic:Hold Monster|Hold Monster]]
*[[Magic:Mass Camouflage|Mass Camouflage]]
*[[Magic:Mass Camouflage|Mass Camouflage]]
*[[Magic:Stoneskin|Stoneskin]] grants physical damage reduction of 10/+5 up to 100 points.
*[[Magic:Stoneskin|Stoneskin]]
*[[Magic:Summon Creature IV|Summon Creature IV]] brings a dire spider to assist the caster.
*[[Magic:Summon Creature IV|Summon Creature IV]]
 
|-style="background:#ffffff"
<u>Level 5 </u>
!colspan=5|&nbsp;
|- style="background:#c0c0c0"
! 5th Level
! 6th Level
! 7th Level
! 8th Level
! 9th Level
|-
| valign=top |                                                <!-- Level 5 spells -->
*[[Magic:Awaken|Awaken]]
*[[Magic:Awaken|Awaken]]
*[[Magic:Cure Critical Wounds|Cure Critical Wounds]] heals the target 4d8 +1/caster level (+20 max) hp.
*[[Magic:Cure Critical Wounds|Cure Critical Wounds]]
*[[Magic:Death Ward|Death Ward]]
*[[Magic:Death Ward|Death Ward]]
*[[Magic:Ice Storm|Ice Storm]] creates a storm of ice that falls from the sky pounding and freezing creatures in the area.
*[[Magic:Ice Storm|Ice Storm]]
*[[Magic:Inferno|Inferno]]
*[[Magic:Inferno|Inferno]]
*[[Magic:Monstrous Regeneration|Monstrous Regeneration]]
*[[Magic:Owl's Insight|Owl's Insight]]
*[[Magic:Owl's Insight|Owl's Insight]]
*[[Magic:Panacea|Panacea]]
*[[Magic:Panacea|Panacea]]
*[[Magic:Slay Living|Slay Living]] attempts to kill or grieviously wound one target creature.
*[[Magic:Slay Living|Slay Living]]
*[[Magic:Spell Resistance Spell|Spell Resistance]] grants the target resistance to magic.
*[[Magic:Spell Resistance Spell|Spell Resistance]]
*[[Magic:Summon Creature V|Summon Creature V]] brings a dire bear to assist the caster.
*[[Magic:Summon Creature V|Summon Creature V]]
*[[Magic:Vine Mine|Vine Mine]]
*[[Magic:Vine Mine|Vine Mine]]
*[[Magic:Wall of Fire|Wall of Fire]]
*[[Magic:Wall of Fire|Wall of Fire]]


<u>Level 6</u>
| valign=top |                                                <!-- Level 6 spells -->
*[[Magic:Crumble|Crumble]]
*[[Magic:Crumble|Crumble]]
*[[Magic:Drown|Drown]]
*[[Magic:Drown|Drown]]
*[[Magic:Energy Buffer|Energy Buffer]] gives the caster resistance against elemental damage (40/-).
*[[Magic:Energy Buffer|Energy Buffer]]
*[[Magic:Energy Immunity|Energy Immunity]]
*[[Magic:Energy Immunity|Energy Immunity]]
*[[Magic:Greater Dispelling|Greater Dispelling]] removes all spell effects on one target, one effect on multiple targets, or an area of effects.
*[[Magic:Greater Dispelling|Greater Dispelling]]
*[[Magic:Greater Stoneskin|Greater Stoneskin]] grants 20/+5 Damage Reduction (150hp max) from melee damage.
*[[Magic:Greater Stoneskin|Greater Stoneskin]]
*[[Magic:Healing Circle|Healing Circle]]
*[[Magic:Healing Circle|Healing Circle]]
*[[Magic:Pox|Pox]]
*[[Magic:Regenerate|Regenerate]]
*[[Magic:Regenerate|Regenerate]]
*[[Magic:Stonehold|Stonehold]]
*[[Magic:Stonehold|Stonehold]]
*[[Magic:Summon Creature VI|Summon Creature VI]] brings a dire tiger to assist the caster.
*[[Magic:Summon Creature VI|Summon Creature VI]]


<u>Level 7</u>
| valign=top |                                                <!-- Level 7 spells -->
*[[Magic:Aura of Vitality|Aura of Vitality]]
*[[Magic:Aura of Vitality|Aura of Vitality]]
*[[Magic:Creeping Doom|Creeping Doom]]
*[[Magic:Creeping Doom|Creeping Doom]]
*[[Magic:Firestorm|Firestorm]]
*[[Magic:Firestorm|Firestorm]]
*[[Magic:Harm|Harm]] damages a touched target down to 1d4 h.p. but heals the undead.
*[[Magic:Harm|Harm]]
*[[Magic:Heal|Heal]]
*[[Magic:Heal|Heal]]
*[[Magic:Summon Creature VII|Summon Creature VII]] brings a random huge elemental (air, fire, or water) to assist the caster.
*[[Magic:Summon Creature VII|Summon Creature VII]]
*[[Magic:True Seeing|True Seeing]]
*[[Magic:True Seeing|True Seeing]]


<u>Level 8</u>
| valign=top |                                                <!-- Level 8 spells -->
*[[Magic:Bombardment|Bombardment]]
*[[Magic:Bombardment|Bombardment]]
*[[Magic:Finger of Death|Finger of Death]] kills one subject.
*[[Magic:Finger of Death|Finger of Death]]
*[[Magic:Natures Balance|Nature's Balance]]
*[[Magic:Natures Balance|Nature's Balance]]
*[[Magic:Premonition|Premonition]] allows the caster to see a few moments into the future and grants damage protection.
*[[Magic:Premonition|Premonition]]
*[[Magic:Summon Creature VIII|Summon Creature VIII]] brings a random greater elemental (air, fire, or water) to assist the caster.
*[[Magic:Summon Creature VIII|Summon Creature VIII]]
*[[Magic:Sunbeam|Sunbeam]]
*[[Magic:Sunbeam|Sunbeam]]
*[[Magic:Sunburst|Sunburst]]
*[[Magic:Sunburst|Sunburst]]
*[[Magic:Wall of Greater Dispel Magic|Wall of Greater Dispel Magic]]
*[[Magic:Wall of Greater Dispel Magic|Wall of Greater Dispel Magic]]


<u>Level 9</u>
| valign=top |                                                <!-- Level 9 spells -->
*[[Magic:Earthquake|Earthquake]]
*[[Magic:Earthquake|Earthquake]]
*[[Magic:Elemental Swarm|Elemental Swarm]]
*[[Magic:Elemental Swarm|Elemental Swarm]]
*[[Magic:Mass Drown|Mass Drown]]
*[[Magic:Mass Drown|Mass Drown]]
*[[Magic:Mass Heal|Mass Heal]] restores all allies in the area to full hit points but harms undead.
*[[Magic:Mass Heal|Mass Heal]]
*[[Magic:Natures Avatar|Nature's Avatar]]
*[[Magic:Natures Avatar|Nature's Avatar]]
*[[Magic:Shapechange|Shapechange]]
*[[Magic:Shapechange|Shapechange]]
*[[Magic:Storm of Vengeance|Storm of Vengeance]]
*[[Magic:Storm of Vengeance|Storm of Vengeance]]
*[[Magic:Summon Creature IX|Summon Creature IX]] brings a random elder elemental (air, fire, or water) to assist the caster.
*[[Magic:Summon Creature IX|Summon Creature IX]]
*[[Magic:Unyielding Roots|Unyielding Roots]]
*[[Magic:Unyielding Roots|Unyielding Roots]]
|}


==Spells per Day==
==Spells per Day==
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*The [[NWN:summon|summon]] creature spells are some of the more powerful and useful spells. For convenience, the summoned creatures, per level, are: dire badger, dire boar, dire wolf, dire spider, dire bear, dire tiger, huge elemental (random type), greater elemental (random type), elder elemental (random type), 4 greater elementals (one at a time. druid-only spell).
*The [[NWN:summon|summon]] creature spells are some of the more powerful and useful spells. For convenience, the summoned creatures, per level, are: dire badger, dire boar, dire wolf, dire spider, dire bear, dire tiger, huge elemental (random type), greater elemental (random type), elder elemental (random type), 4 greater elementals (one at a time. druid-only spell).
* When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.
* When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.
* Avlis uses a custom [[Companion Training System]].
== Favored Druid==
A chosen few druids may be marked as favored by their deity. In terms of game mechanics, this means an increase in the potency of the druid's spells and abilities.  Favored status bestows bonuses in the form of +4 caster levels, +4 to spell DCs and +50% to applicable spell caps.
''Note: This is a DM reward for exceptional role playing, not something you can gain from completing a quest in game.''


==See Also==
==See Also==
[http://www.avlis.org/viewforum.php?f=118 Avlis Private Discussion: Druids & Rangers], a private class discussion forum.  
[http://www.avlis.org/viewforum.php?f=118 Avlis Private Discussion: Druids & Rangers], a private class discussion forum.  


[[Cts:Companion Training School|Companion Training School]]
[[Companion Training System|Companion Training System]]


==External Links==
==External Links==

Revision as of 06:39, 19 May 2021

Part of the series on Character Classes
Base Classes: Barbarian | Bard | Cleric | Druid | Fighter | Monk | Paladin | Psion | Ranger | Rogue | Sorcerer | Wizard
Prestige Classes: Arcane Archer | Assassin | Avlis Dragon Disciple | Dwarven Defender | Pale Master | Shadowdancer | Shifter | Weapon Master
Holy Warrior Classes: Annihilator | Avenger | Blackguard | Champion | Confounder | Dominator | Equalizer | Justicar | Paladin


Druid

Druid

Description: Druids are divine spellcasters who receive their spells from gods aligned with nature. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using weapons and armor outside their traditions.

Druids are essentially priests of nature. In the older editions of the D&D Player's Handbook (PHB), druids had a very hierarchical structure to their organization. This is possible on Avlis too, but it is not the only norm. Structure depends on alignment. Therefore druidic orders with neutral or lawful alignments will have more order than chaotic druidic orders. Not all gods on Avlis can produce druids. These are the gods who do have druids: Dru'El, O'Ma, Pelar, Dre'Ana, Titania, Ingoren, Dagath, Skern, Balgar, Berryn, Cha'reth, Keros, Yeraiah and Verossa.

Druidic orders are often not related organizationally to the church of the same god. However, sometimes they work together, like in the case of the Church of O'Ma and O'Ma's druidic order. Sometimes there is tension between the church and its druidic order because they do things a little differently ritualistically and they have concerns in different areas.

Alignment Restrictions: None

Hit Die: d8

Proficiencies: Armor (Light, Medium), Shields, Weapons (Druid)

Skill Points: (Int mod * 4 at 1st level) 4 + Int mod

Skills: Animal empathy, Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Lore, Parry, Persuade, Spellcraft

Selectable Class Feats: Ambidexterity, Brew Potion, Craft Wand, Deflect Arrows, Quicken Spell, Skill Focus, Scribe Scroll, Spell Focus, Two-Weapon Fighting

Primary Saving Throw(s): Fortitude, Will

Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored). Must have a Wisdom score of 10 + the spell's level to cast a spell.


Special Abilities & Feats

Spells

Druids gain their spells from the god(s) they follow, much the same way a Cleric or Paladin does. It does not come from nebulous force of nature, or the earth itself. It is the power of their god, channeled though them. It isn't the druid who picks the target of lightning when he or she calls it down, but rather his or her god that directs it.


Cantrips 1st Level 2nd Level 3rd Level 4th Level
 
5th Level 6th Level 7th Level 8th Level 9th Level


Spells per Day

Class Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 * * * * * * * *
2nd 4 2 * * * * * * * *
3rd 4 2 1 * * * * * * *
4th 5 3 2 * * * * * * *
5th 5 3 2 1 * * * * * *
6th 5 3 3 2 * * * * * *
7th 6 4 3 2 1 * * * * *
8th 6 4 3 3 2 * * * * *
9th 6 4 4 3 2 1 * * * *
10th 6 4 4 3 3 2 * * * *
11th 6 5 4 4 3 2 1 * * *
12th 6 5 4 4 3 3 2 * * *
13th 6 5 5 4 4 3 2 1 * *
14th 6 5 5 4 4 3 3 2 * *
15th 6 5 5 5 4 4 3 2 1 *
16th 6 5 5 5 4 4 3 2 2 *
17th 6 5 5 5 5 4 4 3 2 1
18th 6 5 5 5 5 4 4 3 3 2
19th 6 5 5 5 5 5 4 4 3 3
20th 6 5 5 5 5 5 4 4 4 4

Epic Druid

Epic Druid

Skill Points: 4 + Int Mod

Bonus Feats: 24, 28, 32, 36, 40

Epic Druid Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Dragon Shape, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Greater Spell Focus, Improved Combat Casting

Epic Selectable Class Feats: Blinding Speed, Epic Skill Focus (Animal empathy), Epic spell: dragon knight, Greater Ruin, Hellball, Mummy Dust,

Notes

  • The Druid and Shifter Shapeshifting feats cannot be dispelled.
  • Druids cannot take the Weapon Proficiency (Martial) feat unless multiclassed.
  • The summon creature spells are some of the more powerful and useful spells. For convenience, the summoned creatures, per level, are: dire badger, dire boar, dire wolf, dire spider, dire bear, dire tiger, huge elemental (random type), greater elemental (random type), elder elemental (random type), 4 greater elementals (one at a time. druid-only spell).
  • When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.
  • Avlis uses a custom Companion Training System.

Favored Druid

A chosen few druids may be marked as favored by their deity. In terms of game mechanics, this means an increase in the potency of the druid's spells and abilities. Favored status bestows bonuses in the form of +4 caster levels, +4 to spell DCs and +50% to applicable spell caps.

Note: This is a DM reward for exceptional role playing, not something you can gain from completing a quest in game.

See Also

Avlis Private Discussion: Druids & Rangers, a private class discussion forum.

Companion Training System

External Links

Avlis Private Discussion: Druids & Rangers

Wikipedia:Druid (Dungeons & Dragons)

NWNWiki:Druid