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 Post subject: The Druid
PostPosted: Tue Jan 22, 2013 3:30 am 
Caenyr Land Owner
Caenyr Land Owner

Joined: Tue Jul 29, 2008 12:07 pm
Posts: 250
Location: Sweden, CET/CEST
GSID: Heike_WoC
Name of Main PC: Helcârax Van Korp
The Druid


Alternative Sub-Class: Blighter

Druids gain power not by ruling nature but by being at one with it. They normally hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training.

Druids and Rangers are two sides of one coin. Druids can be seen as the embodiment of the power of nature while Rangers can be viewed as the highly skilled experts and warriors of the wild.

Druids, while able warriors themselves, focus on the use of magic and magical abilities to battle their enemies. They have a dizzying array of abilities that they are granted as they progress to higher levels but, unlike the Bard, apart from Wis there are few other things that need to be considered in the creation of a Druid as his or her special abilities are not based on anything but Druid level. That means that having a high Cha, for example, does not make your Wildshape ability at 5th level better (as turning undead becomes better with higher Cha for Clerics). This frees the players to pick and choose what sort of Druid they want to make and not be concerned about innate abilities as they will be granted through experience.

Something to keep in mind while you are thinking about your character is that Druids are a reflection of nature- both beautiful and dangerous and thus, they must keep a balance within themselves about their world- that is, all Druids must remain very close to Neutral in alignment as nature is a giver and taker of life in equal measure. A careful reading of alignment is important to understand the frame of mind of a player wishing to play a Druid character. If a Druid moves away form Neutral they lose a great deal of their Druidic abilities.


Requirements & Restrictions

Alignment: Must be of Neutral alignment (LN, TN, CN, NG, NE).

Ex-Druids: Druids are unable to progress in levels if their alignment shift from neutrality.

Mechanics

Hit Die: d8
Skill Points: 4 + Int Modifier (x4 at 1st level)

Proficiencies: Proficient with druid weapons, as well as shields and light and medium armors
Class Skills: Animal Empathy, Concentration, Heal, Lore, Parry, Persuade, Spellcraft
Spellcasting: Divine (more information about druid spellcasting can be found here)

Making the best Druid
Again Wis is the single most important ability to consider as a wide variety of powerful spells are available if you have enough Wis to be granted them. The system is the same for the other spell casters in that if you have only 11 Wis you may only cast 1 level Druid Spells, if you have 12 then you cast up to 2nd level spells and so on. As I have mentioned before it is a good idea to put points into Wis when you are creating the character as it more difficult to raise an ability naturally throughout the game (you can add +1 to an ability of your choice at 4th, 8th, 12th, 16 and 20th level of experience).

For those wishing to bolster the fighting side of his or her Druid, remember that Druids are restricted in their weapons due to oaths they have made for being accepted into a Druidic order. If you plan on being in the thick of things you might consider including Dex in the initial abilities, as the armor bonus would serve to protect the Druid from direct harm in combat. You also do not suffer penalties for wearing armor for spell casting so you may consider investing in some good armor.

Abilities on Level Up

Base Attack Bonus: +3/4 per level.
Saves: Fortitude and Will favored.

  1. Animal Companion*, Nature Sense
  2. Woodland Stride
  3. Trackless Step
  4. Resist Nature's Lure
  5. Wild Shape* (Animal) 1/day
  6. Wild Shape* 2/day
  7. Wild Shape* 3/day
  8. Venom Immunity
  9. Wild Shape 4/day
  10. Wild Shape (Animal, Improved Forms)
  11. Wild Shape 5/day
  12. Elemental Shape* (Huge) 1/day
  13. Elemental Shape 2/day
  14. Wild Shape 6/day
  15. Elemental Shape 3/day
  16. Elemental Shape (Elder)

Caenyr-specific Improvements

    Altered Wild Shapes
    The following shapes have been buffed:

    Badger
    Black Bear
    Boar
    Brown Bear
    Couger
    Deer
    Leopard
    Lion
    Panther
    Wolf
    Wolf, White
    Grizzly Bear (Druid 8+)
    Dire Bear (Druid 12+)
    Dire Boar (Druid 12+)
    Dire Tiger (Druid 12+)
    Pack Leader (Druid 15+)


    The following deity-specific wild shapes have been buffed:

    Crag Cat (Ath'endal'lynn)
    Raven (Drigen)
    White stag (Ath'endal'lynn)
    Dire Badger (Druid 12+) (Raekhan)
    Dire Wolf (Druid 12+) (Karissa)
    Ancient Dire Bear (Druid 15+) (Raekhan)


    Natural Spell
    A new feat available for all druids of level 5 and above.

    Animal Companions & Summons
    Have received a considerable buff.

    Spell Availability
    In WoC, druids gain spells per day as if they were a cleric. In addition to their normal spell list, they can cast the following spells:
    • Web
    • Gust of Wind
    • Eagle's Splendor
    • Owl's Wisdom
    • Fox's Cunning
    • Cat's Grace
    • Blackstaff

    Armor Class When Shapeshifted
    When polymorphed, druids add their wisdom modifier to AC. This does not stack with a monk's AC bonus.


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