Druid

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Contents

Druid


Description: Druids are divine spellcasters who receive their spells from nature, not the Gods. They strive to live in harmony with the natural world, and hate anything that is not part of the natural cycle, especially aberrations and undead creatures. As they gain experience, they learn to take the shapes of animals and eventually of more powerful creatures. The strict oaths taken by every druid prohibit using Weapons and Armor outside their traditions.

Hit Dice: 1d8

Proficiencies: Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency, Weapon Proficiency (Druid)

Skill Points: 4 + Int mod

Class Skills: Animal Empathy, Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Lore, Parry, Persuade, and Spellcraft.

Primary Saving Throw(s): Fortitude, Will

Base Attack Bonus: +3/4 levels

Requirements

Alignment: Neutral

Base Attack Bonus: Any

Classes: None

Factions: All except the Northern Coalition, Mystral Ascendancy, and Shadow Legion.

Feats: None

Race: Any

Skills: None

Spellcasting: None


Special Abilities and Feats

Class Feats: Nature Sense, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape, Venom Immunity, and Elemental Shape.


Detailed information on class advancement and when feats are obtained, please observe the table below.

Epic Druid

Epic Feat Progression: 4

Epic Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Dragon Shape, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, and Improved Combat Casting.

Notes

LevelFeatFeat
1Nature SenseAnimal Companion
2Woodland Stride-
3Trackless Step-
4Resist Nature's Lure-
5Wild Shape-
9Venom Immunity-
16Elemental Shape-


In order to attain Dragon Shape, you must not take any other Classes besides Druid and Shifter.


Animal Companions have been disabled in Neversummer 4. It remains to be known if they will come back or not. It depends if all the bugs can be worked out of them along with balance issues.