Druid
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.
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.