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 Core Class: Druid

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PostSubject: Core Class: Druid   Tue May 17, 2011 12:01 am

Druid
Alignment: Any Neutral.
Attack Bonus: Medium (3/4).
Strong Saves: Fortitude and Will.
Hit Points: 8/level.
Skills: Concentration, Craft (Any), Diplomacy, Heal, Listen, Lore, Spellcraft, Spot, Survival.
Skill Points: 4 + Intelligence Modifier.
Spell Casting: Divine (Memorized), Wisdom.
Armor Proficiencies: Light and Medium Armor.
Shield Proficiencies: Light and Heavy Shields.
Weapons Proficiencies: Druid Weapons.
Role-Playing Tip: Druids are prohibited from using metal armor or shields. This will be supported by scripting as soon as possible.

Druid
  1. Animal Companion, Nature Sense, Orisons
  2. Woodland Stride
  3. Trackless Step
  4. Resist Nature’s Lure, Wild Shape (1/day), Wild Shape: Small and Medium Animals
  5. -
  6. Wild Shape (2/day), Wild Shape: Tiny Animals, Large Animals and Small Elemental
  7. -
  8. Wild Shape (3/day), Wild Shape: Huge Animals, Medium Elementals, Medium Plant Creatures
  9. Venom Immunity
  10. Wild Shape (4/day), Wild Shape: Large Elemental and Large Plant Creature
  11. -
  12. Wild Shape (5/day), Wild Shape: Huge Elemental and Huge Plant Creature
  13. -

Animal Companion (Ex): At 1st level, the druid gains an Animal Companion. Animal companions are loyal allies in any battle. As your character gains experience, their animal companion will also grow in power.
  • Ape, Boreamandrill; Axe Beak, Black Bear; Boar; Cat (Medium), Mountain Lion; Dog; Wolf; and Wolverine

Nature Sense (Ex): At 1st level, the druid gains a +2 bonus to Survival and a +2 bonus to Search and Spot while in wilderness areas. 
Woodland Stride (Ex): At 2nd level, the druid gains a +10% movement increase when in outdoor, natural environments. 
Trackless Step (Ex): At 3rd level, the druid gains a +4 competence bonus to Hide and Move Silently checks when in wilderness areas. 
Resist Nature’s Lure (Ex): At 3rd level, the druid receives a +1 bonus on all saves.
Wild Shape (Su): At 4th level, the druid can take the shape of an animal once per day. The transformation has a duration of 1 hour per class level, or until the druid changes back to her humanoid form. She gains an addition use of this ability at 6th level, and every two levels there after. At 20th level, the druid may wild shape may wild shape at will.
  • A druid loses their ability to speak while in animal form, but she can communicate with animals of the same general grouping as her new form. (The normal sound a wild parrot or raven makes is a squawk, so changing to these form does not permit speech.)
    • 4th level:
      • Small Animals: Badger, Bobcat, Coyote, Raccoon, Skunk.
      • Medium Animals: Axe Beak, Boreamandrill, Brown Bear, Mountain Lion, Wolf.

    • 6th level
      • Tiny Animals: Cat (Domestic), Fox, Rabbit, Rat, Weasel.
      • Large Animals: Axe Beak, Boreamandrill, Brown Bear, Mountain Lion, Wolf.
      • Small Elementals: Air, Earth, Fire, Water.

    • 8th level
      • Huge Animals: Axe Beak, Boreamandrill, Brown Bear, Mountain Lion, Wolf.
      • Medium Elementals: Air, Earth, Fire, Water.
      • Medium Plant: Shambler (Medium), Treant (Medium).

    • 10th level
      • Large Elemental: Air, Earth, Fire, Water.
      • Large Plant: Shambler, Treant (Large).

    • 12th level
      • Huge Elemental: Air, Earth, Fire, Water.
      • Huge Plant: Shambler (Huge), Treant.

    Venom Immunity (Ex): At 9th level, the druid gains immunity to all poisons.


Note to Players: Elephant's Hide and Dinosaur Companion are disabled. Elephant hide seems to be bugged, and Dinosaurs are not native to this part of Oerth.


Last edited by All Washed Up on Sun Jun 19, 2011 11:27 am; edited 12 times in total
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PostSubject: NwN2 3.5 Druid   Sun May 22, 2011 3:08 pm

Druid
Alignment: Any Neutral.
Attack Bonus: Medium (3/4).
Saves: Strong: Fortitude and Will, Weak: Reflex.
Hit Points: 8/level.
Skills: Concentration, Craft (alchemy), Diplomacy, Heal, Lore, Listen, Parry, Spellcraft, Spot & Survival.
Skill Points: 4 + Intelligence Modifier.
Spell Casting: Divine (Memorized), Wisdom.
Armor Proficiencies: Light and Medium Armor.
Shield Proficiencies: Light and Heavy Shields.
Weapons Proficiencies: Druid Weapons.

Druid
  1. Animal Companion, Nature Sense, Spells
  2. Woodland Stride
  3. Trackless Step
  4. Resist Nature’s Lure
  5. Wild Shape (1/day)
  6. Wild Shape (2/day)
  7. -
  8. Wild Shape (3/day)
  9. Venom Immunity
  10. Wild Shape (4/day)
  11. -
  12. Wild Shape (5/day), Dire Animals and Plant Shapes.
  13. -

  • Animal Companion (1st): A druid begins the game with an Animal companion. Animal companions are loyal allies in any battle. As your character gains experience, their animal companion will also grow in power.
    • Ape, Boreamandrill; Bear; Boar; Cat (Large), Jaguar; Cat (Medium), Mountain Lion; Dog; Wolf; and Wolverine

  • Nature Sense (1st): The druid gains a +2 bonus to Survival and a +2 bonus to Search and Spot while in wilderness areas.
  • Woodland Stride (2nd): The druid gains a +10% movement increase when in outdoor, natural environments.
  • Trackless Step (3rd): The druid gains a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.
  • Resist Nature’s Lure (4th): The druid receives a +1 bonus on all saves.
  • Wild Shape (5th): The character with this ability can take the shape of an animal once per day, twice per day at the sixth level, three times per day at the seventh level, four times per day at the 10th level, five times per day at the 14th level, and six times per day at the 18th level. The transformation as a duration of 1 hour per class level. Available shapes include bear, wolf, boar, and badger. At the 12th level, the druid may assume the dire form of any of these animals.
    • A druid loses their ability to speak while in animal form, but she can communicate with animals of the same general grouping as her new form. (The normal sound a wild parrot or raven makes is a squawk, so changing to these form does not permit speech.)

  • Venom Immunity (9th): The druid gains immunity to all poisons.
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