Druid: Difference between revisions

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[[File:Drood.jpg]]
[[File:Drood.jpg]]


Druids are the guardians of the wilderness and its natural balance, defending their territory against the encroachment of all that is a violation of nature. In EFU druids derive their powers from ancient tradition and nature itself and need not be a servant of a specific deity.  Specifically this means you do not need a god such as "Silvanus" in your deity slot, put you should put something as "Nature" or "Destruction" or whatever is fitting to your druid concept.  Druids that violate key oaths or who do not take their duties seriously will swiftly lose their ability to cast spells.
Druids are the guardians of the wilderness and its natural balance, defending their territory against the encroachment of all that is a violation of nature. In EFU druids derive their powers from ancient tradition and nature itself and need not be a servant of a specific deity.  Specifically this means you do not need a god such as "Silvanus" in your deity slot, and could put something as abstract as "Nature" or "Destruction" or whatever else might fitting for your druid concept.  Nonetheless, druids that violate key oaths or who do not take their duties seriously will swiftly lose their ability to cast spells.


'''Alignment:''' Any Neutral
'''Alignment:''' Any Neutral
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* Manticore
* Manticore
* Owlbear
* Owlbear
* Saber Tiger
* Saber Tooth Tiger
* Shambling Mound
* Shambling Mound
* Wyvern
* Wyvern
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=Natural Swiftness=
=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 (caves) area.
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 (caves) 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 (caves) area.
     20% movement speed increase if the PC has at least 9 druid levels, and is in a wilderness area.


=Restrictions=
=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 (generally we permit druids to use the favored weapon of their divine patron). All druids should be vigorously opposed to the undead, aberrations, and the encroachment of civilization upon the wild.
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.


=Kits=
=Kits=
Druids have a number of kits available to them, purely optionally, to further specialize their druidic abilities.
Druids have a number of kits available to them, purely optional, to further specialize their druidic abilities.


==Primordial Druid==
==Primordial Druid==
Available only through application.
Available only through application.


Selectable through the crafting menu and additional class perks .  Must be a non-good druid.  Must remain pure druid (except for PrCs).
Must be a non-good druid.  Must remain pure druid (except for PrCs).


Calling upon ancient and strange oozes and slimes, Primordial druids believe their wards are the oldest and most important forms of life on Toril. Typically viewing the ooze as a cleansing force of renewal their methods can bring them into conflict with other druids who take a more careful and precise approach to the balance.
Calling upon ancient and strange oozes and slimes, Primordial druids believe their wards are the oldest and most important forms of life in existence. Typically, they view acids as a cleansing force of renewal, and their methods can bring them into conflict with other druids who take a more careful and precise approach to the balance.


"In the wake of devastation and destruction, some druids have begun to believe that the only way the world can be renewed and balance restored is for the world to be reverted to the primordial slime. By washing away the abominable horrors by a tide of ooze, new and natural life will begin anew."
"In the wake of devastation and destruction, some druids have begun to believe that the only way the world can be renewed and balance restored is for the world to be reverted to the primordial slime. By washing away the abominable horrors by a tide of ooze, new and natural life will begin anew."
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Available only through application.
Available only through application.


Based primarily in their veneration of the dark deity of Rot, Moander, Rot Druids spread decay, rot, disease and often form alliances with a strange race of insectoid people; the formians. Their ways represent the natural decay of life. Rot Druids gain access custom wild shape forms and if they apply for the Rot lair get some other specialized benefits.  A very difficult class to gain, but perhaps harder to play.  It may require extreme loneliness and few if any allies.
Rot Druids spread decay, rot, disease and often form alliances with a strange race of insectoid people known as the formians. Their ways emphasize the natural decay of life. Rot Druids gain access custom wild shape forms and if they apply for the Rot lair they may receive other, specialized benefits.  This is a very difficult class to gain, but perhaps harder to play.  It typically involves extreme loneliness and few (if any) allies.


Special Rot shapes:
Special Rot Shapes:


**Rothive Taskmaster
**Rothive Taskmaster
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