Druid: Difference between revisions
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<b>Pack Badger:</b> +7 AC, +4 strength, +12 dexterity, +4 Constitution, +50% movement speed, +25 hide, move silently, spot, and listen. | <b>Pack Badger:</b> +7 AC, +4 strength, +12 dexterity, +4 Constitution, +50% movement speed, +25 hide, move silently, spot, and listen. | ||
<b>Vine Wolf:</b> +5 AC, + | <b>Vine Wolf:</b> +5 AC, +5 AB, +5 Acid Damage, 100% Acid Immunity, +1 APR, +8 strength, +4 dexterity, +8 constitution, +50% movement speed, +20 hide, move silently, spot, and listen. | ||
<b>Storm Bear:</b> +4 AC, + | <b>Storm Bear:</b> +4 AC, +7 AB, +5 Lightning Damage, +100% Electrical Immunity, +1 APR, +12 strength, +2 dexterity, +10 constitution, +40% movement speed, +20 discipline, spot, and listen. | ||
<b>Sun Eagle:</b> Flight, +6 AC, + | <b>Sun Eagle:</b> Flight, +6 AC, +5 AB, +5 Fire Damage, +100% Fire Immunity, +1 APR, +4 strength, +12 dexterity, +2 constitution, +50% movement speed, +20 spot and listen. | ||
<b>Glacial Tiger:</b> +5 AC, + | <b>Glacial Tiger:</b> +5 AC, +6 AB, +5 Cold Damage, +100% Cold Immunity, +1 APR, +10 strength, +6 dexterity, +4 constitution, +50% movement speed, +20 hide, move silently, spot, and listen. | ||
Revision as of 01:26, 8 June 2023
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.
The forces of nature, both subtle and grand, are manifestations of a deeper reality, where cosmic spheres revolve about each other in an awesome celestial dance. That dance generates the energy behind the fury of a storm, the brilliant sun, and even the vitality of life. The druid who understands the ecological connections between the seen and unseen is more capable, more knowledgeable, and more tuned into the events that move in all realms of existence.
Hit Die: d8
Proficiencies: Armor (Light, Medium), Shields, Weapons (Druid)
Skill Points: 4 + INT
Class Skills: Animal Empathy, Concentration, Craft (all but Building), Heal, Knowledge (Arcana, Geography, Religion, Planes, Psionic), Lore, Parry, Persuade, Profession (all but Merchant, Lumberjack, Miner, Stablehand), Spellcraft, Wilderness Lore
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell difficulty class), and requires preparation.
Spells
Level progression
Lvl | BAB | Saves | Feats | HP range | Base spells per day | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +0 | +2 | +0 | +2 | Animal Companion, Nature Sense | 4-8 | 3 | 1 | - | - | - | - | - | - | - | - | |
2nd | +1 | +3 | +0 | +3 | Weapon Finesse, Woodland Stride | 8-16 | 4 | 2 | - | - | - | - | - | - | - | - | |
3rd | +2 | +3 | +1 | +3 | Trackless Step | 12-24 | 4 | 2 | 1 | - | - | - | - | - | - | - | |
4th | +3 | +4 | +1 | +4 | Resist Nature's Lure | 16-32 | 5 | 3 | 2 | - | - | - | - | - | - | - | |
5th | +3 | +4 | +1 | +4 | Wild Shape | 20-40 | 5 | 3 | 2 | 1 | - | - | - | - | - | - | |
6th | +4 | +5 | +2 | +5 | 24-48 | 5 | 3 | 3 | 2 | - | - | - | - | - | - | ||
7th | +5 | +5 | +2 | +5 | 28-56 | 6 | 4 | 3 | 2 | 1 | - | - | - | - | - | ||
8th | +6/+1 | +6 | +2 | +6 | 32-64 | 6 | 4 | 3 | 3 | 2 | - | - | - | - | - | ||
9th | +6/+1 | +6 | +3 | +6 | Venom Immunity | 36-72 | 6 | 4 | 4 | 3 | 2 | 1 | - | - | - | - | |
10th | +7/+2 | +7 | +3 | +7 | Greater Wild Shape | 40-80 | 6 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | |
11th | +8/+3 | +7 | +3 | +7 | 44-88 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - | ||
12th | +9/+4 | +8 | +4 | +8 | 48-96 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - | ||
13th | +9/+4 | +8 | +4 | +8 | 52-104 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | ||
14th | +10/+5 | +9 | +4 | +9 | 56-112 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | ||
15th | +11/+6/+1 | +9 | +5 | +9 | True Wild Shape | 60-120 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | |
16th | +12/+7/+2 | +10 | +5 | +10 | 64-128 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | ||
17th | +12/+7/+2 | +10 | +5 | +10 | 68-136 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | ||
18th | +13/+8/+3 | +11 | +6 | +11 | 72-144 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | ||
19th | +14/+9/+4 | +11 | +6 | +11 | 76-152 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | ||
20th | +15/+10/+5 | +12 | +6 | +12 | Mystical Wild Shape | 80-160 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
Bonus spell slots come from items and high wisdom.
As a rule of thumb, druids can cast spell levels up to half their class level rounded up.
Animal Companion
A Druid may select from a number of animal companions. The base stats for the companions are listed below. Each level companions gain 1 HD of their creature type and their base stats increase by 5% per druid level. The improved companion feat may be taken to increase their scaling by an additional 10%.
Name | Strength | Dexterity | Constitution | Intellect | Wisdom | Charisma | Natural AC | Special Features | Creature Type |
---|---|---|---|---|---|---|---|---|---|
Axebeak | 18 | 14 | 12 | 8 | 12 | 8 | 5 | Power Attack, Cleave | Magical Beast |
Roc | 14 | 18 | 12 | 12 | 8 | 8 | 5 | Blind Fight, Knockdown | Magical Beast |
Griffon | 16 | 16 | 16 | 8 | 8 | 8 | 7 | Knockdown, Expertise | Magical Beast |
Limlim | 12 | 18 | 14 | 8 | 8 | 12 | 3 | Small, Dark Blessing | Magical Beast |
Dilophosaurus | 16 | 16 | 16 | 8 | 8 | 8 | 5 | Improved Knockdown, Large | Magical Beast |
Ankheg | 14 | 14 | 18 | 8 | 8 | 8 | 7 | 5-10 /+20 DR (based on level) | Magical Beast |
Cranium Rat | 8 | 16 | 10 | 18 | 12 | 8 | 0 | Spells: Magic Missiles (x99), Also just... lots of random spells | Aberration (Wizard HD) |
Cocatrice | 8 | 18 | 10 | 8 | 14 | 12 | 4 | Small, Hold on hit | Magical Beast |
Ooze | 14 | 14 | 14 | 8 | 8 | 8 | 1 | 50% Physical Immunity | Ooze |
Aoskian Hound | 16 | 14 | 14 | 10 | 12 | 4 | 4 | Divine Damage | Magical Beast |
Achaierai | 18 | 14 | 14 | 10 | 14 | 16 | 7 | Daze on Hit, Large | Magical Beast |
Wild Shape
Druids may change forms infinitely with only a 3 round cooldown between uses. A polymorph effect is not used, allowing all item properties to merge. The ability bonuses are subject to the 12 cap. The Druid may use items and drink potions normally while transformed, but will require the Natural Spell feat in order to cast spells while transformed. Wild Shape is a free action and persists through rest.
Wild Shape:
Badger: +3 AC, +2 strength, +4 dexterity, +30% movement speed, +5 hide, move silently, spot, and listen.
Wolf: +1 AC, +2 strength, +4 dexterity, +2 constitution, +30% movement speed, +5 hide, move silently, spot, and listen.
Bear: +1 AC, +4 strength, +2 dexterity, +4 constitution, +20% movement speed, +5 discipline, spot, and listen.
Eagle: Flight, +2 AC, +2 strength, +4 dexterity, +40% movement speed, +5 spot and listen.
Tiger: +1 AC, +4 strength, +2 dexterity, +40% movement speed, +5 hide, move silently, spot, and listen.
Greater Wild Shape:
Badger: +4 AC, +2 strength, +6 dexterity, +40% movement speed, +10 hide, move silently, spot, and listen.
Wolf: +2 AC, +4 strength, +4 dexterity, +2 constitution, +40% movement speed, +10 hide, move silently, spot, and listen.
Bear: +2 AC, +6 strength, +2 dexterity, +4 constitution, +25% movement speed, +10 discipline, spot, and listen.
Eagle: Flight, +3 AC, +2 strength, +6 dexterity, +45% movement speed, +10 spot and listen.
Tiger: +2 AC, +4 strength, +2 dexterity, +2 constitution, +45% movement speed, +10 hide, move silently, spot, and listen.
True Wild Shape:
Badger: +5 AC, +2 strength, +8 dexterity, +50% movement speed, +15 hide, move silently, spot, and listen.
Wolf: +3 AC, +6 strength, +6 dexterity, +2 constitution, +50% movement speed, +15 hide, move silently, spot, and listen.
Bear: +2 AC, +10 strength, +2 dexterity, +6 constitution, +30% movement speed, +15 discipline, spot, and listen.
Eagle: Flight, +4 AC, +2 strength, +10 dexterity, +50% movement speed, +15 spot and listen.
Tiger: +3 AC, +8 strength, +4 dexterity, +2 constitution, +50% movement speed, +15 hide, move silently, spot, and listen.
Mystical Wild Shape:
Pack Badger: +7 AC, +4 strength, +12 dexterity, +4 Constitution, +50% movement speed, +25 hide, move silently, spot, and listen.
Vine Wolf: +5 AC, +5 AB, +5 Acid Damage, 100% Acid Immunity, +1 APR, +8 strength, +4 dexterity, +8 constitution, +50% movement speed, +20 hide, move silently, spot, and listen.
Storm Bear: +4 AC, +7 AB, +5 Lightning Damage, +100% Electrical Immunity, +1 APR, +12 strength, +2 dexterity, +10 constitution, +40% movement speed, +20 discipline, spot, and listen.
Sun Eagle: Flight, +6 AC, +5 AB, +5 Fire Damage, +100% Fire Immunity, +1 APR, +4 strength, +12 dexterity, +2 constitution, +50% movement speed, +20 spot and listen.
Glacial Tiger: +5 AC, +6 AB, +5 Cold Damage, +100% Cold Immunity, +1 APR, +10 strength, +6 dexterity, +4 constitution, +50% movement speed, +20 hide, move silently, spot, and listen.
Notes
- The druid and shifter shapeshifting feats cannot be dispelled.
- Druids cannot take the weapon proficiency (simple, martial, or exotic) feats on a druid level. An elven druid will receive racial bonus proficiencies in longsword, rapier, longbow, and shortbow, or a level of a second class can be taken to gain its class weapon proficiencies.