Druid: Difference between revisions

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[[Image:Druid_f.jpg|frame|Druid]]
[[Image:Druid_f.jpg|frame|Druid]]
'''Description''': Druids are [[divine]] spellcasters who receive their spells from nature, not the gods. 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 nature, not the gods. 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:
[[Pg:The_Nine_Major_Gods#O'Ma|O'Ma]],
[[Pg:The_Nine_Major_Gods#Dru'El|Dru'El]],
[[Pg:Demigods#Pelar|Pelar]],
[[Pg:Lesser_Gods#Dre'Ana|Dre'Ana]],
[[Pg:Other_Greater_Gods#Titania|Titania]],
[[Pg:Intermediate_Gods#Dagath|Dagath]],
[[Pg:Lesser_Gods#Skern|Skern]],
[[Pg:Demigods#Cha'Reth|Cha'Reth]], and
[[Pg:Lesser_Gods#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.


'''Alignment Restrictions''': Any [[Neutral]]
'''Alignment Restrictions''': Any [[Neutral]]

Revision as of 06:53, 11 February 2006

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 nature, not the gods. 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, 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 (animal empathy), 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

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Spells per Day

Class Level 0 1 2 3 4 5 6 7 8 9
1 3 1 * * * * * * * *
2 4 2 * * * * * * * *
3 4 2 1 * * * * * * *
4 5 3 2 * * * * * * *
5 5 3 2 1 * * * * * *
6 5 3 3 2 * * * * * *
7 6 4 3 2 1 * * * * *
8 6 4 3 3 2 * * * * *
9 6 4 4 3 2 1 * * * *
10 6 4 4 3 3 2 * * * *
11 6 5 4 4 3 2 1 * * *
12 6 5 4 4 3 3 2 * * *
13 6 5 5 4 4 3 2 1 * *
14 6 5 5 4 4 3 3 2 * *
15 6 5 5 5 4 4 3 2 1 *
16 6 5 5 5 4 4 3 2 2 *
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4
Epic Druid
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).