Druid

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Revision as of 05:36, 30 June 2025 by Mithreas (talk | contribs) (Created page with "Category:Classes == Druid == ==== Requirements: ==== Race: Hin Religion: Nature Deity ---- ==== Proficiencies: ==== Light and Medium Armor, Druid Weapons, Shields ---- ==== Class Skills: ==== Animal Empathy, Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Lore, Parry, Persuade, Spellcraft ---- ==== Class Features ==== Base Attack Bonus: 3/4 <br /> Base Skill Points: 4 <br /> Base Hit Points: 8 <br /> Primary Saves: Fortit...")
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Druid

Requirements:

Race: Hin

Religion: Nature Deity


Proficiencies:

Light and Medium Armor, Druid Weapons, Shields


Class Skills:

Animal Empathy, Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Lore, Parry, Persuade, Spellcraft


Class Features

Base Attack Bonus: 3/4
Base Skill Points: 4
Base Hit Points: 8
Primary Saves: Fortitude, Will


Class Specific Feats:

When not noted, the feat works as in regular NWN.

Class Feats
Feat Requirements Comment
Bonus Spell Slot (Druid) I-V Taken Sequentially
Elemental Shape I-IV Granted at lvl 5/7/9/11 II, III and IV can be purchased at SL 11, 16, 21
Venom Immunity Granted at lvl 9 Can be purchased

Mechanical Changes

Here the general changes should be noted, see Arelith Wiki.

Druids have unique properties on this server, please note the changes mentioned in Magic_Systems

Elemental Shapes

On Anemoi, Druid elemental shapes differ greatly to vanilla nwn.
A druid with the Elemental Shape feat polymorphs into a huge elemental of the selected type.
Through binding himself to a elemental (see Magic_Systems), the druid can advance one of his shapes to elder.


All elemental shapes get construct immunities. They are immune to:
- Critical Hits
- Disease
- Mind-Affecting Spells
- Paralysis
- Poison
- Sneak Attack

Shape STR CON DEX AC Bonus HP Bonus Melee Attack Other
Huge Fire Elemental 16 26 20 11 25 Bludgeoning [2d8]
Fire [2d8]
Damage Immunity Fire (100%)
Damage Vulnerability Cold (50%)
Huge Water Elemental 24 19 22 10 50 Bludgeoning [2d8]
Cold [2d6]
Damage Immunity Fire (100%)
Damage Immunity Acid (50%)
Damage Vulnerability Electrical (50%)
Regeneration +2
Huge Earth Elemental 36 22 10 7 75 Bludgeoning [2d10] Damage Vulnerability Sonic (50%)
Damage Immunity Piercing (5%)
Damage Immunity Slashing (5%)
Huge Air Elemental 19 19 28 12 0 Bludgeoning [2d6]
Sonic [2d6]
Damage Vulnerability Cold (50%)
Bonus Feat: Weapon Finesse
Elder Fire Elemental 20 36 26 13 50 Bludgeoning [2d8]
Fire [2d12]
Damage Immunity Fire (100%)
Damage Vulnerability Cold (100%)
Damage Immunity Piercing (10%)
Damage Immunity Slashing (10%)
Damage Immunity Bludgeoning (10%)
Elder Water Elemental 30 26 22 10 100 Bludgeoning [2d10]
Cold [2d8]
Damage Immunity Fire (100%)
Damage Immunity Acid (50%)
Damage Immunity Piercing (10%)
Damage Immunity Slashing (10%)
Damage Vulnerability Electrical (100%)
Regeneration +4
Elder Earth Elemental 40 30 10 10 150 Bludgeoning [2d12] Damage Vulnerability Sonic (100%)
Damage Immunity Piercing (5%)
Damage Immunity Slashing (5%)
Damage Resistance Slashing (5/-)
Damage Resistance Piercing (5/-)
Damage Resistance Bludgeoning (10/-)
Elder Air Elemental 26 22 38 13 0 Bludgeoning [2d6]
Sonic [2d6]
Damage Vulnerability Cold (100%)
Damage Immunity Piercing (10%)
Damage Immunity Slashing (10%)
Damage Immunity Bludgeoning (10%)
Bonus Feat: Weapon Finesse



Notes, Tips, and Interesting Bits:

Divine casters already know all spells for every circle of spells. They only need added spell slots through equipment or feats to have access to them.
Druids have access to many unique feats which can not be learned from the trainer and only obtained by taking enough levels at creation.
The equipment that is merged by wildshape: Helmet, Armor, Shield. Only the highest stat bonus for each stat will be merged.