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<center>{{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]],
[[Cha'Reth]], and  
[[Balgar]],
[[Berryn]],
[[Cha'reth]],
[[Keros]],
[[Yeraiah]] and  
[[Verossa]].
[[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.
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


'''[[Hit Die]]''': d8
'''[[NWN:Hit Die|Hit Die]]''': d8


'''Proficiencies''': Armor ([[Armor Proficiency (Light)|Light]], [[Armor Proficiency (Medium)|Medium]]), [[Shield Proficiency|Shields]], Weapons ([[Weapon Proficiency (Druid)|Druid]])
'''Proficiencies''': Armor ([[NWN:Armor Proficiency (Light)|Light]], [[NWN:Armor Proficiency (Medium)|Medium]]), [[NWN:Shield Proficiency|Shields]], Weapons ([[NWN:Weapon Proficiency (Druid)|Druid]])


'''[[Skill Points]]''': ([[Int]] mod * 4 at 1st level) 4 + Int mod
'''[[NWN:Skill Points|Skill Points]]''': ([[NWN:Int|Int]] mod * 4 at 1st level) 4 + Int mod


'''Skills''': [[Animal empathy]], [[Concentration]], [[Craft armor]], [[Craft trap]], [[Craft weapon]], [[Heal (skill)|Heal]], [[Lore]], [[Parry]], [[Persuade]], [[Spellcraft]]
'''Skills''': [[NWN:Animal empathy|Animal empathy]], [[NWN:Concentration|Concentration]], [[NWN:Craft armor|Craft Armor]], [[NWN:Craft trap|Craft Trap]], [[NWN:Craft weapon|Craft Weapon]], [[NWN:Heal (skill)|Heal]], [[NWN:Lore|Lore]], [[NWN:Parry|Parry]], [[NWN:Persuade|Persuade]], [[NWN:Spellcraft|Spellcraft]]


'''Selectable Class Feats''': [[Ambidexterity]], [[Brew Potion]], [[Craft Wand]], [[Deflect Arrows]],  [[Quicken Spell]], [[Skill Focus]] ([[animal empathy]]), [[Scribe Scroll]], [[Spell Focus]], [[Two-Weapon Fighting]]
'''Selectable Class Feats''': [[NWN:Ambidexterity|Ambidexterity]], [[NWN:Brew Potion|Brew Potion]], [[NWN:Craft Wand|Craft Wand]], [[NWN:Deflect Arrows|Deflect Arrows]],  [[NWN:Quicken Spell|Quicken Spell]], [[NWN:Skill Focus|Skill Focus]], [[NWN:Scribe Scroll|Scribe Scroll]], [[NWN:Spell Focus|Spell Focus]], [[NWN:Two-Weapon Fighting|Two-Weapon Fighting]]


'''[[Saving Throw|Primary Saving Throw(s)]]''': [[Fortitude]], [[Will]]
'''[[NWN:Saving Throw|Primary Saving Throw(s)]]''': [[NWN:Fortitude|Fortitude]], [[NWN:Will|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.
'''Spellcasting''': [[NWN:Divine|Divine]] ([[NWN:Wisdom|Wisdom]] based, armor-related chance of [[NWN:spell failure|spell failure]] is ignored). Must have a [[NWN:Wisdom|Wisdom]] score of 10 + the spell's level to cast a spell.




==Special Abilities & Feats==
==Special Abilities & Feats==
*Level 1 [[Animal Companion (feat)|Animal Companion]], [[Nature Sense]]
*Level 1 [[NWN:Animal Companion (feat)|Animal Companion]], [[Nature Sense|Nature Sense]]
*Level 2 [[Woodland Stride]]
*Level 2 [[Woodland Stride|Woodland Stride]]
*Level 3 [[Trackless Step]]
*Level 3 [[NWN:Trackless Step|Trackless Step]]
*Level 4 [[Resist Nature's Lure]]
*Level 4 [[NWN:Resist Nature's Lure|Resist Nature's Lure]]
*Level 5 [[Wild Shape]], animal (1x/day)
*Level 5 [[Wild Shape]], animal (1x/day)
*Level 6 Wild Shape (2x/day)
*Level 6 Wild Shape (2x/day)
*Level 7 Wild Shape (3x/day)
*Level 7 Wild Shape (3x/day)
*Level 9 [[Venom Immunity]]
*Level 9 [[NWN:Venom Immunity|Venom Immunity]]
*Level 10 Wild Shape (4x/day)
*Level 10 Wild Shape (4x/day)
*Level 12 Druid Wildshape (Animal), Improved forms
*Level 12 Druid Wildshape (Animal), Improved forms
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*Level 19 Elemental Shape (3x/day)
*Level 19 Elemental Shape (3x/day)
*Level 20 [[Improved Elemental Shape]], Elder
*Level 20 [[Improved Elemental Shape]], Elder
*Level 22 [[Infinite Wildshape]]
*Level 22 [[NWN:Infinite Wildshape|Infinite Wildshape]]
*Level 26 [[Infinite Elemental Shape]]
*Level 26 [[NWN:Infinite Elemental Shape|Infinite Elemental Shape]]


==Spells==
==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
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>
*[[Magic:Cure Minor Wounds|Cure Minor Wounds]] heals 1d4 points of damage.


*[[Magic:Flare|Flare]] dazzles target for 1 minute.
{| border="0" style="background:#efefef; color:#000000; border-collapse:collapse"
|- style="background:#c0c0c0"
! Cantrips
! 1st Level
! 2nd Level
! 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]]


*[[Magic:Light|Light]] cause the object touched to give off a 20' radius of light.
| valign=top |                                                <!-- Level 1 spells -->
*[[Magic:Camouflage|Camouflage]]
*[[Magic:Cure Light Wounds|Cure Light Wounds]]
*[[Magic:Endure Elements|Endure Elements]]
*[[Magic:Entangle|Entangle]]
*[[Magic:Faerie Fire|Faerie Fire]]
*[[Magic:Grease|Grease]]
*[[Magic:Magic Fang|Magic Fang]]
*[[Magic:Sleep|Sleep]]
*[[Magic:Summon Creature I|Summon Creature I]]
*[[Magic:Ultravision|Ultravision]]


*[[Magic:Resistance|Resistance]] gives the subject +1 bonus on all saves.
| valign=top |                                                <!-- Level 2 spells -->
*[[Magic:Barkskin|Barkskin]]
*[[Magic:Blood Frenzy|Blood Frenzy]]
*[[Magic:Bulls Strength|Bull's Strength]]
*[[Magic:Charm Person or Animal|Charm Person or Animal]]
*[[Magic:Flame Lash|Flame Lash]]
*[[Magic:Hold Animal|Hold Animal]]
*[[Magic:Lesser Dispel|Lesser Dispel]]
*[[Magic:Lesser Restoration |Lesser Restoration ]]
*[[Magic:One with the Land|One with the Land]]
*[[Magic:Resist Elements|Resist Elements]]
*[[Magic:Summon Creature II|Summon Creature II]]


*[[Magic:Virtue|Virtue]] gives the subject 1 temporary hp.
| valign=top |                                                <!-- Level 3 spells -->
*[[Magic:Call Lightning|Call Lightning]]
*[[Magic:Contagion|Contagion]]
*[[Magic:Cure Moderate Wounds|Cure Moderate Wounds]]
*[[Magic:Dominate Animal|Dominate Animal]]
*[[Magic:Greater Magic Fang|Greater Magic Fang]]
*[[Magic:Greenfire|Greenfire]]
*[[Magic:Healing Sting|Healing Sting]]
*[[Magic:Infestation of Maggots|Infestation of Maggots]]
*[[Magic:Mass Ultravision|Mass Ultravision]]
*[[Magic:Neutralize Poison|Neutralize Poison]]
*[[Magic:Poison|Poison]]
*[[Magic:Protection from Elements|Protection from Elements]]
*[[Magic:Quillfire|Quillfire]]
*[[Magic:Remove Disease|Remove Disease]]
*[[Magic:Spiderskin|Spiderskin]]
*[[Magic:Spike Growth|Spike Growth]]
*[[Magic:Summon Creature III|Summon Creature III]]


<u>Level 1</u>
| valign=top |                                                <!-- Level 4 spells -->
*[[Magic:Camouflage|Camouflage]] gives +10 to Hide checks.
*[[Magic:Cure Serious Wounds|Cure Serious Wounds]]
*[[Magic:Dispel Magic|Dispel Magic]]
*[[Magic:Flame Strike|Flame Strike]]
*[[Magic:Freedom of Movement|Freedom of Movement]]
*[[Magic:Hold Monster|Hold Monster]]
*[[Magic:Mass Camouflage|Mass Camouflage]]
*[[Magic:Stoneskin|Stoneskin]]
*[[Magic:Summon Creature IV|Summon Creature IV]]
|-style="background:#ffffff"
!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:Cure Critical Wounds|Cure Critical Wounds]]
*[[Magic:Death Ward|Death Ward]]
*[[Magic:Ice Storm|Ice Storm]]
*[[Magic:Inferno|Inferno]]
*[[Magic:Monstrous Regeneration|Monstrous Regeneration]]
*[[Magic:Owl's Insight|Owl's Insight]]
*[[Magic:Panacea|Panacea]]
*[[Magic:Slay Living|Slay Living]]
*[[Magic:Spell Resistance Spell|Spell Resistance]]
*[[Magic:Summon Creature V|Summon Creature V]]
*[[Magic:Vine Mine|Vine Mine]]
*[[Magic:Wall of Fire|Wall of Fire]]


*[[Magic:Cure Light Wounds|Cure Light Wounds]] heals the target 1d8 +1/caster level (+5 max) hp. 
| valign=top |                                                <!-- Level 6 spells -->
*[[Magic:Crumble|Crumble]]
*[[Magic:Drown|Drown]]
*[[Magic:Energy Buffer|Energy Buffer]]
*[[Magic:Energy Immunity|Energy Immunity]]
*[[Magic:Greater Dispelling|Greater Dispelling]]
*[[Magic:Greater Stoneskin|Greater Stoneskin]]
*[[Magic:Healing Circle|Healing Circle]]
*[[Magic:Pox|Pox]]
*[[Magic:Regenerate|Regenerate]]
*[[Magic:Stonehold|Stonehold]]
*[[Magic:Summon Creature VI|Summon Creature VI]]


*[[Magic:Endure Elements|Endure Elements]] absorbs up to 20 points of any elemental damage type.
| valign=top |                                                <!-- Level 7 spells -->
*[[Magic:Aura of Vitality|Aura of Vitality]]
*[[Magic:Creeping Doom|Creeping Doom]]
*[[Magic:Firestorm|Firestorm]]
*[[Magic:Harm|Harm]]
*[[Magic:Heal|Heal]]
*[[Magic:Summon Creature VII|Summon Creature VII]]
*[[Magic:True Seeing|True Seeing]]


*[[Magic:Entangle|Entangle]] causes plants to entangle everyone in a large circle.
| valign=top |                                                <!-- Level 8 spells -->
*[[Magic:Bombardment|Bombardment]]
*[[Magic:Finger of Death|Finger of Death]]
*[[Magic:Natures Balance|Nature's Balance]]
*[[Magic:Premonition|Premonition]]
*[[Magic:Summon Creature VIII|Summon Creature VIII]]
*[[Magic:Sunbeam|Sunbeam]]
*[[Magic:Sunburst|Sunburst]]
*[[Magic:Wall of Greater Dispel Magic|Wall of Greater Dispel Magic]]


*[[Magic:Faerie Fire|Faerie Fire]] creates a pale glow that surrounds and outlines the subjects.
| valign=top |                                               <!-- Level 9 spells -->
 
*[[Magic:Earthquake|Earthquake]]
*[[Magic:Grease|Grease]] slows and/or knocks down opponents.
*[[Magic:Elemental Swarm|Elemental Swarm]]
 
*[[Magic:Mass Drown|Mass Drown]]
*[[Magic:Magic Fang|Magic Fang]] strengthens an animal companion which gets +1 bonus to attack and damage.
*[[Magic:Mass Heal|Mass Heal]]
 
*[[Magic:Natures Avatar|Nature's Avatar]]
*[[Magic:Sleep|Sleep]] causes 4 + 1d4 HD of creatures to fall into a deep slumber.
*[[Magic:Shapechange|Shapechange]]
 
*[[Magic:Storm of Vengeance|Storm of Vengeance]]
*[[Magic:Summon Creature I|Summon Creature I]] brings a dire badger to assist the caster.
*[[Magic:Summon Creature IX|Summon Creature IX]]
 
*[[Magic:Unyielding Roots|Unyielding Roots]]
*[[Magic:Ultravision|Ultravision]] allows the target to see in complete and magical darkness.
|}
 
<u>Level 2</u>
*[[Magic:Barkskin|Barkskin]] grants a +3 to +5 natural armor bonus, depending on caster level.
 
*[[Magic:Blood Frenzy|Blood Frenzy]] grants +2 to Strength and Constitution, +1 on Will saves, and –1 to AC to the caster.
 
*[[Magic:Bulls Strength|Bull's Strength]] grants 1d4+1 STR for 1 hour/level to the subject with bonuses for militant levels.
 
*[[Magic:Charm Person or Animal|Charm Person or Animal]] improves the reputation of the caster with the target.
 
*[[Magic:Flame Lash|Flame Lash]] flays an enemy with flaming brands with increasing damage every 3 caster levels.
 
*[[Magic:Hold Animal|Hold Animal]] makes one animal helpless for 1 round/level.
 
*[[Magic:Lesser Dispel|Lesser Dispel]] removes all spell effects on one target, one effect on multiple targets, or area of effects.
 
*[[Magic:Lesser Restoration |Lesser Restoration ]] dispels magic-induced ability, AC, att/dmg, saving throw, and SR rolls.
 
*[[Magic:One with the Land|One with the Land]] gives +4 skill competence bonuses for several nature related skills.
 
*[[Magic:Resist Elements|Resist Elements]] absorbs up to 30 points of any elemental damage type.
 
*[[Magic:Summon Creature II|Summon Creature II]] brings a dire boar to assist the caster.
 
<u>Level 3</u>
*[[Call Lightning]]
*[[Contagion (spell)|Contagion]]
*[[Magic:Cure Moderate Wounds|Cure Moderate Wounds]] heals the target 2d8 +1/caster level (+10 max) hp.
*[[Dominate Animal]]
*[[Greater Magic Fang]]
*[[Healing Sting]]
*[[Infestation of Maggots]]
*[[Neutralize Poison]]
*[[Magic:Poison|Poison]] inflicts the target with large scorpion venom.
*[[Magic:Protection from Elements|Protection from Elements]] absorbs up to 40 points of any elemental damage type.
*[[Quillfire]]
*[[Remove Disease (spell)|Remove Disease]]
*[[Spike Growth]]
*[[Magic:Summon Creature III|Summon Creature III]] brings a dire wolf to assist the caster.
 
<u>Level 4</u>
*[[Magic:Cure Serious Wounds|Cure Serious Wounds]] heals the target 3d8 +1/caster level (+15 max) hp.
*[[Magic:Dispel Magic|Dispel Magic]] removes all spell effects on one target, one effect on multiple targets, or an area of effects.
*[[Flame Strike]]
*[[Magic:Freedom of Movement|Freedom of Movement]] makes the target immune to paralysis, slow, and entanglement spells and effects.
*[[Hold Monster]]
*[[Mass Camouflage]]
*[[Magic:Stoneskin|Stoneskin]] grants physical damage reduction of 10/+5 up to 100 points.
*[[Magic:Summon Creature IV|Summon Creature IV]] brings a dire spider to assist the caster.
 
<u>Level 5 </u>
*[[Awaken]]
*[[Magic:Cure Critical Wounds|Cure Critical Wounds]] heals the target 4d8 +1/caster level (+20 max) hp.
*[[Death Ward]]
*[[Magic:Ice Storm|Ice Storm]] creates a storm of ice that falls from the sky pounding and freezing creatures in the area.
*[[Inferno]]
*[[Owl's Insight]]
*[[Magic:Slay Living|Slay Living]] attempts to kill or grieviously wound one target creature.
*[[Magic:Spell Resistance Spell|Spell Resistance]] grants the target resistance to magic.
*[[Magic:Summon Creature V|Summon Creature V]] brings a dire bear to assist the caster.
*[[Wall of Fire]]
*[[Vine Mine]]
 
<u>Level 6</u>
*[[Crumble]]
*[[Drown]]
*[[Magic:Energy Buffer|Energy Buffer]] gives the caster resistance against elemental damage (40/-).
*[[Magic:Greater Dispelling|Greater Dispelling]] removes all spell effects on one target, one effect on multiple targets, or an area of effects.
*[[Magic:Greater Stoneskin|Greater Stoneskin]] grants 20/+5 Damage Reduction (150hp max) from melee damage.
*[[Healing Circle]]
*[[Regenerate (spell)|Regenerate]]
*[[Stonehold]]
*[[Magic:Summon Creature VI|Summon Creature VI]] brings a dire tiger to assist the caster.
 
<u>Level 7</u>
*[[Aura of vitality]]
*[[Creeping Doom]]
*[[Fire Storm]]
*[[Magic:Harm|Harm]] damages a touched target down to 1d4 h.p. but heals the undead.
*[[Heal (spell)|Heal]]
*[[Magic:Summon Creature VII|Summon Creature VII]] brings a random huge elemental (air, fire, or water) to assist the caster.
*[[True Seeing]]
 
<u>Level 8</u>
*[[Bombardment]]
*[[Magic:Finger of Death|Finger of Death]] kills one subject.
*[[Nature's Balance]]
*[[Magic:Premonition|Premonition]] allows the caster to see a few moments into the future and grants damage protection.
*[[Magic:Summon Creature VIII|Summon Creature VIII]] brings a random greater elemental (air, fire, or water) to assist the caster.
*[[Sunbeam]]
*[[Sunburst]]


<u>Level 9</u>
*[[Earthquake]]
*[[Elemental Swarm]]
*[[Magic:Mass Heal|Mass Heal]] restores all allies in the area to full hit points but harms undead.
*[[Shapechange]]
*[[Magic:Summon Creature IX|Summon Creature IX]] brings a random elder elemental (air, fire, or water) to assist the caster.
*[[Storm of Vengeance]]


==Spells per Day==
==Spells per Day==
Line 254: Line 255:
'''Bonus Feats''': 24, 28, 32, 36, 40
'''Bonus Feats''': 24, 28, 32, 36, 40


'''Epic Druid Bonus Feats''': [[Automatic Quicken Spell I - III|Automatic Quicken Spell]], [[Automatic Silent Spell I - III|Automatic Silent Spell]], [[Automatic Still Spell I - III|Automatic Still Spell]], [[Dragon Shape]], [[Epic Energy Resistance]], [[Epic Spell Focus]], [[Epic Spell Penetration]], [[Great Wisdom]], [[Greater Spell Focus]], [[Improved Combat Casting]]
'''Epic Druid Bonus Feats''': [[NWN:Automatic Quicken Spell I - III|Automatic Quicken Spell]], [[NWN:Automatic Silent Spell I - III|Automatic Silent Spell]], [[NWN:Automatic Still Spell I - III|Automatic Still Spell]], [[Dragon Shape]], [[NWN:Epic Energy Resistance|Epic Energy Resistance]], [[NWN:Epic Spell Focus|Epic Spell Focus]], [[NWN:Epic Spell Penetration|Epic Spell Penetration]], [[NWN:Great Wisdom|Great Wisdom]], [[NWN:Greater Spell Focus|Greater Spell Focus]], [[NWN:Improved Combat Casting|Improved Combat Casting]]


'''Epic Selectable Class Feats''': [[Blinding Speed]], [[Epic Skill Focus]] ([[Animal empathy]]), [[Epic spell: dragon knight]], [[Epic spell: greater ruin]], [[Epic spell: hellball]], [[Epic spell: mummy dust]],
'''Epic Selectable Class Feats''': [[NWN:Blinding Speed|Blinding Speed]], [[NWN:Epic Skill Focus|Epic Skill Focus]] ([[NWN:Animal empathy|Animal empathy]]), [[Epic spell: dragon knight|Epic spell: dragon knight]], [[Epic_Spell:Greater_Ruin|Greater Ruin]], [[Epic_Spell:Hellball|Hellball]], [[Epic_Spell:Mummy_Dust|Mummy Dust]],


==Notes==
==Notes==
*The Druid and [[Shifter]] Shapeshifting feats cannot be dispelled.
*The Druid and [[Shifter]] Shapeshifting feats cannot be dispelled.
*Druids cannot take the [[Weapon Proficiency (Martial)]] feat unless multiclassed.
*Druids cannot take the [[NWN:Weapon Proficiency (Martial)|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).
*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.
* 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==
[[Cts:Companion Training School|Companion Training School]]
[http://www.avlis.org/viewforum.php?f=118 Avlis Private Discussion: Druids & Rangers], a private class discussion forum.
 
[[Companion Training System|Companion Training System]]


==External Links==
==External Links==
[http://www.avlis.org/viewforum.php?f=118 Avlis Private Discussion: Druids & Rangers]
[[Wikipedia:Druid (Dungeons & Dragons)]]
[[Wikipedia:Druid (Dungeons & Dragons)]]



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