Druid
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Alignment: Any Neutral | ||
HP/Level: 8 + CON | ||
Armor (Light, Medium), Shields, Weapons (Druid) | ||
Skill Points: 6 + 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 neighborhoods and large groups of people, often preferring the company of vermin and stray animals and seeking out the secluded places where nature can still thrive unoppressed. They prefer to inhabit the wilderness, or to coexist with natural life in unnatural places (e.g. among worms in the gutters, or among a pack of wild dogs in an abandoned house).
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, but particularly for the encroachment of civilization upon the wilderness
- 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 (including mithral) 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: 6 + INT modifier per level, (6+INT)*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 |
Resting | Unlike most other classes, Druids do not require a 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. |
Druid Perks
Using the crafting menu, a player can access the Druid perks and gain access to Druidic Channeling.
Druidic Channeling Uses Per Day: 2 + CHA Modifier
Water Bearer
Level 1
- Skill Focus: Heal
Level 5
- Druidic Channeling: Healing Circle
Level 8
- Empowered Healing
Primalist
Level 1
- +2 Concentration
- +2 Survival
Level 5
- Druidic Channeling alters based on the Region it's used within
- While in the Canyons areas:
- +X% Slashing Damage Immunity
- +1d4 Slashing Damage Shield
- While in the Tundra areas:
- +X% Cold Damage Immunity
- +1d4 Cold Damage
- While in the Islands areas:
- +X% Electrical Damage Immunity
- +1d4 Electrical Damage
- Other Interior areas:
- +X% Bludgeoning Damage Immunity
- 2/- Physical Damage Immunity
- Other Exterior areas:
- +X% Piercing Damage Immunity
- 25% Concealment
- X is 10 multiplied by the PC's raw CHA modifier, bounded at 25
- Duration is Round/level
- While in the Canyons areas:
Level 8
- +10% Damage Immunity based on Region
Celestial Charter
Level 1
- +2 Astronomy
- +1 Caster level to Lunar Bolt
- +1 Caster level to Body of the Sun
Level 5
- Druidic Channeling alters based on the time of day
- Druidic Channeling: Sun Circle
- +1d6 Fire Damage
- +25% Fire Immunity
- Duration: Round/Level
- Druidic Channeling: Moon Circle
- +1 Regeneration
- Turn/level
Level 8
- Spell Focus: Divination
Desert Wanderer
Level 1
- +2 Survival
- +2 Hide
- +2 Move Silently
Level 5
- Drudic Channeling
- +50% Move Speed
- Duration: Round/level
Level 8
- +5% Movement Speed
Beast Tender
Level 1
- +2 Animal Empathy
- +3 Herbalism
Level 5
- Druidic Channeling: Reverse Awakening
- Each round while nearby their animal Companion:
- +2 Attack Bonus
- +2 Dodge AC
- Targets: Self
- Duration: Turn/level
Level 8
- +1 to Enhance Ability rolls (cannot exceed 5)
Rot Warden
Level 1
- +1 AB vs Beasts
- +1 AB vs Magical Beasts
- +1 AB vs Animals
Level 5
- Druidic Channeling: Consume
- Consumes the nearest animal carcass and grants:
- +4 Strength for an Animal corpse
- +4 Dexterity for a Magical Beast corpse
- +4 Constitution for a Beast corpse
- Duration is turn/level
- Consumes the nearest animal carcass and grants:
Level 8
- +2 saves vs Death
- 5/- Negative Energy Resist
Breaker
Level 1
- +1 AB vs Undead
- +1 AB vs Construct
Level 5
- Druidic Channeling: Destroy the Unnatural
- Deal 1d4/CL magical damage to all nearby Undead and Constructs in a Huge Radius
Level 8
- +2 Dodge AC vs Undead
- +2 Dodge AC vs Construct
Druid Spell List
Cantrips | 1st Circle | 2nd Circle | 3rd Circle | 4th Circle | 5th Circle | 6th Circle |
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Cure Minor Wounds | Camoflage | Barkskin | Call Lightning | Cone of Stone | Awaken | Energy Buffer |
Flare | Cure Light Wounds | Blood Frenzy | Contagion | Cure Serious Wounds | Baleful Polymorph | Greater Dispelling |
Light | Endure Elements | Body of the Sun | Cure Moderate Wounds | Dispel Magic | Crumble | Greater Stoneskin |
Resistance | Entangle | - | Dominate Animal | Flame Strike | Cure Critical Wounds | Healing Circle |
Virtue | Flame Lash | - | Greater Magic Fang | Freedom of Movement | Death Ward | Herald of Winter |
Acid Splash | Grease | Charm Person or Animal | Hypothermia | Greater Creeping Cold | Drown | Regenerate |
Electric Jolt | Jump | Creeping Cold | Ice Whip | Hold Monster | Extract Water Elemental | Scrying |
- | Magic Fang | Enhance Ability | Infestation of Maggots | Ice Storm | Inferno | Slay Living |
- | Sand Splash | - | Mass Ultravision | Lunar Bolt | Monstrous Regeneration | Stonehold |
- | Sleep | Healing Sting | Neutralize Poison | Mass Camoflage | Owls Insight | Summon Creature VI |
- | Summon Creature I | Hearthfire | Poison | Stoneskin | Sand Storm] | - |
- | Ultravision | Hold Animal | Protection from Elements | Summon Creature IV | Spell Resistance | - |
- | Protection from Alignment | Lesser Dispel | Quillfire | Wall of Fire | Summon Creature V | - |
- | - | Lesser Restoration | Remove Disease | Wall of Ice | Vine Mine | - |
- | - | One with the Land | Sand Pillar | - | - | - |
- | - | - | Spiderskin | - | - | - |
- | - | Quicksand | Spike Growth | - | - | - |
- | Resist Elements | Summon Creature III | - | - | - | |
- | - | Summon Creature II | Summon Swarm | - | - | - |
- | - | Web | Magic Circle Against Alignment | - | - | - |
Animal Companions
Animal Companion |
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Crocodile |
Dire Rat |
Fox |
Giant Spider |
Goat |
Hawk |
Hyena |
Leopard |
Lion |
Lizard |
Scarab |
Tortoise |
Viper |
Wild Dog |