Druid
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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 | ||
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Deity | ||
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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 / Changelings should generally adhere to the following guidelines lest they lose their strange powers:
An aversion to civilization and conventional civilized behavior A general respect for nature: animals & plantlife A strong dislike of such practices as: animating the dead, summoning demons & devils, the conjuration of bizarre extra planar creatures from beyond the City, and other acts of high magic
More stringent guidelines under the Druidic Oath include:
Druids may not wear metal armor or shield, or brandish non-druidic metal weaponry Druids may not take up permanent residence in a city ward, castle, temple, etc, as this is considered a concession to the unnatural world. Druids inhabit natural areas (e.g. a parkland or section of wildland), or coexist with natural life in unnatural places (e.g. among crocodiles or rats in the sewers, or a pack of wild dogs in an abandoned house, etc.). A druid may not teach the secrets of the druidic Order and/or their own Circle, to any non-druid. Druids must obey edicts and bans imposed by the local druidic circle. A ‘ban’ is achieved when a druidic circle declares a location, person, or thing to be forbidden. An ‘edict’ is an order that druids must follow. Bans and edicts are generally discussed and agreed upon by druidic circles. Druids who break bans and edicts can lose their druidic status.
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 | |
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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
ExpandAnimal Companion |
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Druid Spell List
Orisons | 1st Circle | 2nd Circle | 3rd Circle | 4th Circle | 5th Circle | Expand6th Circle |
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Bard | Barbarian | Cleric | |||
Fighter | Paladin | Ranger | |||
Rogue | Sorcerer | ||||
Astrologian | Druid | Fencer | Monk | Wizard |