Druid: Difference between revisions

From Sundren Wiki
Jump to navigation Jump to search
Line 19: Line 19:
* Craft : Woodworking
* Craft : Woodworking
* Decipher Script
* Decipher Script
* Diplomacy
* Disguise
* Disguise
* Escape Artist
* Escape Artist

Revision as of 20:17, 25 May 2009

Druid

Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. 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. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.

Requirements

To qualify to become a Druid, the character must fulfill the following criteria.

  • Alignment: Partial-Neutrality. A Druid's alignment must include the Neutral axis.
  • Special: Sundren has implemented the traditional D&D rule that a Druid may not cast spells while in metal armor. Don't bother trying.

Class Skills

The class skills of the Druid are:

  • Balance
  • Climb
  • Concentration
  • Craft: Alchemy
  • Craft: Jewelcrafting
  • Craft: Tailoring & Leatherwork
  • Craft : Woodworking
  • Decipher Script
  • Diplomacy
  • Disguise
  • Escape Artist
  • Forgery
  • Gather Information
  • Heal
  • Jump
  • Knowledge: Geography
  • Knowledge: Aracana
  • Knowledge: Architecture
  • Knowledge: Dungeoneering
  • Knowledge: History
  • Knowledge: Local
  • Knowledge: Nature
  • Knowledge: Nobility and Royalty
  • Knowledge: Religion
  • Knowledge: The Planes
  • Listen
  • Lore
  • Parry
  • Profession: Cook
  • Profession: Fisher
  • Profession: Miner
  • Profession: Woodworker
  • Sense Motive
  • Spell Craft
  • Spot
  • Survival
  • Swim
  • Use Rope

Class Features

Base Attack Bonus Progression: Medium

Skill Points at Each Level: 4 + Int modifier

Hit Dice: D8

Weapon and Armor Proficiency: The Druid is proficient in the use of a unique weapon list, including the club, dagger, dart, quarterstaff, scimitar, sickle, sling, and spear. They can also make use of light and medium armor, as well as shields (except for tower shields).

Divine Spellcasting: A druid casts divine spells, which are drawn from the druid spell list. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. A druid can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare before resting.

Animal Companion: A druid begins the game with an Animal companion. Animal companions are loyal allies in any battle. As your character gains experience, his or her animal companion will also grow in power. Animal companions cannot be directly controlled by their master. They are essentially aggressive tanks. They become more powerful as the master advances. The only penalty the master suffers from the animal companion's death is that they cannot summon the companion again until they have rested. Animal companions can be named, but cannot be tinted.

Nature Sense: A druid gains a +2 bonus to Survival and a +2 bonus to Search and Spot while in wilderness areas.

Woodland Stride: Starting at 2nd level, a druid gains a +10% movement increase when in outdoor, natural environments.

Trackless Step: At 3rd level, a druid gains a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.

Resist Nature's Lure: Starting at 4th level, a druid gains a +2 bonus on saving throws against all Fear spells and effects.

Wildshape: At 5th level, a druid gains the ability to turn herself into an animal and back again once per day. A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. The forms available are bear, boar, wolf, or badger. At 8th level, a druid gains the ability to turn herself into a dire animal beginning with the dire badger. As the druids gains in levels, they gain the ability to take larger dire forms, culminating at 12th level with the dire bear. Unique to Sundren, are the panther and dire panther forms, as well as domestic and tiny shapes, such as birds, mice, cats, horses (etc).

Plant Shape: At 12th level, a druid is able to wild shape into a plant creature - a shambling mound or a treant. Using this ability counts against her normal uses of wild shape.

A Thousand Faces: Unique to Sundren, is the implemented Thousand Faces ability. With this, the Druid can take the form of several different humanoid forms, using the effects of a Disguise Self spell.

Elemental Shape: At 16th level, a druid becomes able to use wild shape to change into a huge elemental (air, earth, fire, or water). In addition to the normal effects of wild shape, the druid gains all the elemental's immunities, extraordinary, supernatural, and spell-like abilities. At 20th level, though, the druid may make use of the elder elemental shape.

Venom Immunity: At 9th level, a druid gains immunity to all poisons.