Druid
| ||
| Alignment: Any Neutral | ||
| HP/Level: 8 + CON | ||
| Armor (Light, Medium), Shields, Weapons (Druid) | ||
| Skill Points: 4 + INT | ||
| Saves: Fort High, Will High, Reflex Low | ||
| BAB: +3/4 | ||
| New Characters | ||
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| Races | ||
| Deity | ||
| Classes | ||
| Skill Changes | ||
| Feat Changes | ||
| Death in EFU | ||
Background
Druids tend to spend time away from settled neighbourhoods and large groups of people, often preferring the company of vermin and stray animals or seeking out patches of wildness.
Some Druids possess a connection with the Fey (and perhaps receive their strange powers as a result of it), and tend to exhibit those peculiar characteristics of that strange kind: a childlike capriciousness, a love of tricks and trickery, a wild and ever-changing emotional state, an appreciation for beauty and grotesque oddity to the same degree, and in general a certain passionate eccentricity.
Regardless, all druids should generally adhere to the following guidelines lest they lose their strange powers:
- Druids have an aversion to civilization and conventional civilized behavior, particularly to unchecked expansion
- Druids must have a general respect for nature, particularly animals and plant life, and should strive to maintain the fragile balance of nature
- Druids hold a loathing for such practices as animating the dead, summoning extraplanar beings, and similarly intrusive, unnatural acts of magic
- Druids particularly oppose the presence of aberrations and djinn, as well as the depraved mages who summon them
- Druids may not wear metal armor or a metal shield, nor brandish non-druidic metal weaponry
- Druids may not teach the druidic secrets to any non-druid.
Mechanics
Alignment: Any Neutral
Hit Points: 8 + CON per level
Proficiencies: Armor (Light, Medium), Shields, Weapon (Druid)
Skill Points: 4 + INT modifier per level (4+int modifier)*4 at 1st level
Class Skills: Animal Empathy, Bluff, Concentration, Craft Trap, Heal, Intimidate, Lore, Parry, Persuade, Spellcraft
Save Progression: Fort High, Will High, Ref Low
Attack Bonus: +3/4 levels
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 DCs), and requires preparation.
Changes
| Change | |
|---|---|
| Wildshape | Removed |
| Spellslots | Brought up to match Cleric |
| Divine Spellcaster | Druids use Divine Wands and Scrolls |
| Animal Companions | Taming Removed |
| Resting | Unlike most other classes, Druids do not require a bedroll or campfire to rest. |
| Natural Swiftness | Starting at level 3 Druids begin to move more quickly in natural areas. 10% movement speed increase if the PC has at least 3 druid levels, and is in a wilderness area.
15% movement speed increase if the PC has at least 6 druid levels, and is in a wilderness area 20% movement speed increase if the PC has at least 9 druid levels, and is in a wilderness area. |
| Restrictions | Druids restrict themselves to non-metal armor and weapons that are permitted by the Druid Class Weapon Proficiency feat. Other weapon types may be considered by DMs on a case-by-case basis if the item be thematically appropriate to your druid. All druids should be vigorously opposed to the undead, aberrations, and the encroachment of civilization upon the wild. |
Animal Companions
| Animal Companion |
|---|
| Crocodile |
| Dire Rat |
| Fox |
| Giant Spider |
| Goat |
| Hawk |
| Hyena |
| Leopard |
| Lion |
| Lizard |
| Scarab |
| Tortoise |
| Viper |
| Wild Dog |
Druid Spell List
| Orisons | 1st Circle | 2nd Circle | 3rd Circle | 4th Circle | 5th Circle | 6th Circle |
|---|---|---|---|---|---|---|
| Cure minor wounds | Camouflage | Barkskin | Call lightning | Cure serious wounds | Awaken | Energy buffer |
| Flare | Cure light wounds | Blood frenzy | Contagion | Dispel magic | Baleful Polymorph | Greater dispelling |
| Light | Endure elements | Body of the Sun | Cure moderate wounds | Flame strike | Cure critical wounds | Greater stoneskin |
| Resistance | Entangle | Bull's strength | Dominate animal | Freedom of movement | Death ward | Healing circle |
| Virtue | Grease | Charm person or animal | Greater magic fang | Hold monster | Inferno | Herald of Winter |
| - | Flame Lash | Creeping Cold | - | Lunar Bolt | Monstrous Regeneration | Scrying |
| - | Hearthfire | Hold animal | Hypothermia | Mass camouflage | Owl's Insight | Stonehold |
| - | Jump | Lesser dispel | Infestation of maggots | Stoneskin | - | Regenerate |
| - | Magic fang | Lesser restoration | Mass Ultravision | Summon creature IV | Spell Resistance | Summon creature VI |
| - | Slee p | One with the land | Neutralize poison | - | Summon Creature V | Slay Living |
| - | Summon creature I | Resist elements | Poison | Ward Area | Vine Mine | - |
| - | Ultravision | Summon creature II | Protection from elements | Wormsight | Wall of Fire | - |
| - | - | Web | Quillfire | Ice Storm | Wall of Ice | - |
| - | - | Endurance | Remove disease | - | Crumble | - |
| - | - | Cat's Grace | Spike growth | - | Drown | - |
| - | - | Owl's Wisdom | Summon creature III | - | - | - |
| - | - | Healing sting | Summon Swarm | - | - | - |
