Druid: Difference between revisions

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==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|Druid Spells]] (
[[Magic:Druid Spells:Level-0|0]]
[[Magic:Druid Spells:Level-0|0]]
[[Magic:Druid Spells:Level-1|1]]
[[Magic:Druid Spells:Level-1|1]]
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<u>Level 0</u>
<u>Level 0</u>
*[[Magic:Cure Minor Wounds|Cure Minor Wounds]] heals 1d4 points of damage.
*[[Magic:Cure Minor Wounds|Cure Minor Wounds]] heals 1d4 points of damage.
*[[Magic:Flare|Flare]] dazzles target for 1 minute.
*[[Magic:Flare|Flare]] dazzles target for 1 minute.
*[[Magic:Light|Light]] cause the object touched to give off a 20' radius of light.  
*[[Magic:Light|Light]] cause the object touched to give off a 20' radius of light.  
*[[Magic:Resistance|Resistance]] gives the subject +1 bonus on all saves.
*[[Magic:Resistance|Resistance]] gives the subject +1 bonus on all saves.
*[[Magic:Virtue|Virtue]] gives the subject 1 temporary hp.
*[[Magic:Virtue|Virtue]] gives the subject 1 temporary hp.


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


<u>Level 2</u>
<u>Level 2</u>
*[[Magic:Barkskin|Barkskin]] grants a +3 to +5 natural armor bonus, depending on caster level.
*[[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: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: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: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: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: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 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: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: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: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.
*[[Magic:Summon Creature II|Summon Creature II]] brings a dire boar to assist the caster.


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<u>Level 7</u>
<u>Level 7</u>
*[[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:Fire Storm|Fire Storm]]
*[[Magic:Firestorm|Firestorm]]
*[[Magic:Harm|Harm]] damages a touched target down to 1d4 h.p. but heals the undead.
*[[Magic:Harm|Harm]] damages a touched target down to 1d4 h.p. but heals the undead.
*[[Magic:Heal|Heal]]
*[[Magic:Heal|Heal]]

Revision as of 11:53, 20 October 2007

Classes:
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. In fact relatively few can. They are: O'Ma, Dru'El, Pelar, Dre'Ana, Titania, Dagath, Skern, Cha'reth, 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: Any Neutral

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.

Druid Spells ( 0 1 2 3 4 5 6 7 8 9 )

Level 0

  • Cure Minor Wounds heals 1d4 points of damage.
  • Flare dazzles target for 1 minute.
  • Light cause the object touched to give off a 20' radius of light.
  • Resistance gives the subject +1 bonus on all saves.
  • Virtue gives the subject 1 temporary hp.

Level 1

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

Level 2

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

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

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, Epic spell: greater ruin, Epic spell: hellball, Epic spell: 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).

See Also

Avlis Private Discussion: Druids & Rangers, a private class discussion forum. PM Moderator TheElvenKing to request access.

Companion Training School

External Links

Avlis Private Discussion: Druids & Rangers

Wikipedia:Druid (Dungeons & Dragons)

NWNWiki:Druid