Druid

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Revision as of 05:29, 16 February 2023 by Cmenden (talk | contribs) (Removed summon storm)
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Classes
Drood.jpg

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
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 / 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
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 - - -
Bard Barbarian Cleric
Fighter Paladin Ranger
Rogue Sorcerer
Astrologian Druid Fencer Monk Wizard