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NWN: Character - Druid

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DRUID
Masters of Great Outdoors, the Druid is a character that draws strength and power from the forces of nature. Their skills and powers all lend themselves towards natural settings, making them especially strong where forces of nature can be applied. In NWN, the class should be interesting to play, but probably more suited to players who are adept with more complicated characters. Interesting spells, limited weapons, unique feats, special abilities like wild shape, and animal companions make this class both unique and specialized. For those looking for a change from the typical hacking grunt, fireballing mystic, or holy healer, the Druid offers both solid game play and the opportunity to role-play an interesting class.

Lets look at some specifics to the class.

  • Alignment Restrictions: Must be Neutral in some Part (N,NG,NE,LN,CN)
  • Hit Die per Level: d8 (1-8)
  • Armor Proficiencies: Light and Medium Armor plus Shields
  • Weapon Proficiencies: Dagger, Dart, Spear, Quarterstaff, Scimitar, Sling
  • Saving Throws: Fortitude & Will (primary), Reflex (secondary)
  • Skill Points Per Level: 4+Int Modifier (x4 at 1st character level)
  • Class Skills: Animal Empathy, Concentration, Diplomacy: Persuade, Heal, Lore, Parry, Spellcraft
  • Class Features: Divine Spellcasting, Animal Companion, Woodland Stride (at 2nd), Trackless Step (at 3rd), Resist Nature Lure (at 4th), Wild Shape (starting at 5th), Venom Immunity (at 9th), Elemental Shape (starting at 16th)
    Class Kits: Default, Death, Gray, Hawkmaster, Interloper

With d8 HPs, decent armor with shields, and some aiding spells, the Druid also makes a pretty good tank or emergency tank. Furthermore, the Animal Companion ability can make up for what the Druid lacks in comparison to Cleric. Saving throws are good as are the skill points attained. The biggest drawback to the class is that they are so limited in weapon use, something that doesn't change even if the character goes the multi-class route. However, once the Druid can take various forms with Wild Shape (and Elemental Shape much later), the Druid will have dangerous natural weapons to attack with while in other forms.

Kits: For the player who lacks a little knowledge on the game or seeing a kit they like the sound of, there are a few here that offer good possibilities. The Default Druid seeks the balance of all things with a large wolf in aid. The Death Druid is one that concentrates on using the wrath of nature and accompanied by a monstrous spider to set things right. Gray Druids concentrate on the physical, excelling in combat more than other Druids. The Hawkmaster Druid is accompanied by a Hawk (obviously) as they seek to enforce the natural order through mastery of animal and the defensive. Finally, the Interloper Druid is one of both personal balance and natural balance, seeking not one specific path but equality in all aspects of the class.

Skills: With a good number of skill points available, the Druid will have a nice selection of skills to develop. Animal Empathy is well suited for a class that deals with the Natural World. Concentration is nearly a must, as the Druid will be drawn to combat often in their efforts to protect nature. Spellcraft is important for counterspells, if a Druid wants to have that option available. Parry is a good skill for the Druid who wants to hold the defensive fort down until stronger offensive help can come. Heal offers a break from having to use valuable spell memorized slots (or potions) to restore hit points all the time. Diplomacy and Lore will be strong skills in role-play and story oriented settings.

Feats: Since the Druid gets only the standard feats (at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th) that all classes get, careful selection of ones that they do get is important. However, the Druid recieves many bonus feats (class features) to make up for much. What a Druid should take with the standard feats depends largely on the role the player sees the Druid taking. For starters, though, Toughness looks like a good selection as it is like getting +2 to Con (granting +1 HPs/level). Combat Casting aids concentration checks in combat, an important feat for the Druid who expects to be in the fray. Dodge gives a boost to AC, again important for a class that is often mix it up in melee. Metamagic feats (like Still Spell, Quicken Spell, and Empower Spell) offer nice boosts or emergency uses to spells. A possibility I want to test is whether or not taking Weapon Focus (unarmed strike) and similar combat feats will aid a Druid in a shape-changed form.

Special Features: Animal Companion will offer an excellent follower capable of shifting battles or adventures into the Druids favor. Badger, Brown Bear, Dire Boar, Dire Wolf, Giant Spider, Hawk, Panther, and Wolf - each has features and strengths of their own that will make life much easier on the Druid (see specifics below). Woodland Stride protects the Druid from the inhibiting spells Web, Grease, and Entangle. Trackless Step gives +4 to Hide & Move Silently in wilderness settings. Resist Nature Lure offers +2 to saves versus fear and fear-like effects. Wild Shape allows the Druid to take the form of either a Badger, Boar, Brown Bear, Panther, or Wolf - a very strong ability. This form can be taken 1x/day initially, but improves to 2x/day at 6h, 3x/day at 7th, 4x/day at 10th, 5x/day at 14th, and 6x/day at 18th. Venom Immunity makes the Druid impervious to all forms of poison. Finally, Elemental Shape allows the Druid to shape change into a huge, powerful elemental (air, earth, fire, or water) with all associated abilities. 1x/day to start, the ability is usable 2x/day at 17th, and 3x/day at 19th. At level 20, this ability improves to allow an Elder Elemental shape.

Attributes: The Druid’s primary attribute is Wisdom, as is tied into all aspects of spellcasting. From maximum spell level castable (Wisdom minus 10), Difficulty Class to Saves against offensive spells, and bonus spells, Wisdom is it for Druids. Because the Druid is frequently drawn into combat, Constitution can also be important. Strength bolsters the offensive in melee and Dexterity helps with defense. Intelligence and Charisma are probably less critical than the others, but each has some impact (Int on skill points and Cha on Diplomacy and Animal Empathy). Here are some ideas on point allocation for a Druid:

  1. Str: 12, Dex: 14, Con: 14, Int: 12, Wis: 14, Cha: 12 (balanced)
  2. Str: 16, Dex: 12, Con: 14, Int: 10, Wis: 14, Cha: 8 (feral druid)
  3. Str: 10, Dex: 10, Con: 14, Int: 13, Wis: 17, Cha: 10 (nature's keeper)
  4. Str: 10, Dex: 10, Con: 14, Int: 12, Wis: 16, Cha: 14 (animal friend)
  5. Str: 10, Dex: 14, Con: 14, Int: 14, Wis: 15, Cha: 10 (forest shadow)
  6. Str: 10, Dex: 14, Con: 12, Int: 12, Wis: 16, Cha: 12 (protected druid)
  7. Str: 14, Dex: 14, Con: 14, Int: 10, Wis: 15, Cha: 10 (beast runner)

Druids can be designed in a lot of other ways, too. Hopefully, these offer some ideas to those who aren’t sure which way to go or where to start.

Race: Since no race has a penalty to Wisdom, all of them offer various roles to pursue with the class. Half-Orcs offer an interesting opportunity to be very dangerous to the more feral Druid. Elves have class features and Dexterity that mesh well with a more defensive or spellcasting oriented Druid. Humans, as always, have those bonus skill points and an extra feat to make them attractive. Despite the odd combination, a Dwarven Druid is a strong combination. Halfling Druids offer possibilities for the player who'd like to mix in stealth. Half-Elves, like Humans, are a safe selection for Druid. Even the Gnome, with its bonus to Constitution, isn't a bad Druid option if the Druid doesn't intend to engage in melee combat a lot.

Multi-class: Druids, like all spellcasting classes, are weakened by taking levels in other class when it comes to spellcasting. However, like other spellcasters, the Druid is especially restrictive because of Alignment and Weapon restrictions. The class that mixes best with the Druid is probably the Rogue. A level or three of Rogue won't significantly weaken the class while expanding skills available, skill points, and adding some special features that could work well with shape changing. By the same token, adding a little Druid to another class is equally restrictive and can be a fatal mistake for characters that rely on a wide range of weapons. Beyond that, a Druid with a little Sorcerer or vise versa could be an interesting mix.

Conclusion: Druids have interesting features, a strong companion, different spells, and offer a lot of role-playing possibilities. What's not to like about them? I think the class will prove to be a strong one to play in single player or when group-mates are hard to come by on-line. It should especially appeal to the player who enjoys spellcasting classes but doesn't want to play the all-too-common mage or priest.

A Closer Look at Some Specifics:
Animal Companions: The following is the list of animal companions and their features (when level is listed, it refers to the Druid's level):

Badger: The badger is a small, fast and furry animal that makes a great companion. Although it is of small size, it can be very ferocious. When the master reaches level 5 it is capable of sending itself into a rage, giving it higher strength and dexterity for a limited duration.
Skills: Listen, Spot; Feats: Toughness; Special: Rage 1x/day (at 5th), 2x/day (at 10th), 3x/day (at 15th), 5x/day (at 20th)

Brown Bear: This massive carnivore is a powerful ally with many hit points and deadly attacks.
Skills: Listen.

Dire Boar: The dire boar is a strong ally and as the Druid gains levels it receives the Ferocity ability, giving it a bonus to attack and damage rolls.
Skills: Listen, Spot; Special: Ferocity 1x/day (at 5th), 2x/day (at 10th), 3x/day (at 15th), 5x/day (at 20th)

Dire Wolf: The dire wolf is a strong companion, able to stand up at the forefront of combat and defend its master.
Skills: Listen, Spot.

Giant Spider: Only the most bold of druids and rangers take the giant spider as a companion, but those who do are rewarded with a sly and deadly ally.
Skills: Spot; Special: Mild poison attack (at 1st), Moderate Poison (at 10th), Deadly Poison (at 20th); Web 1x/day (at 5th), 2x/day (at 10th), 5x/day (at 20th)

Hawk: The hawk is a silent and stealthy animal companion, able to remain hidden when others are easily detected, making it the perfect scout. It is also capable of disarming opponents.
Skills: Listen, Spot, Search, Hide, Move Silently; Feats: Dodge, Mobility; Special: Gains Disarm feat (at 5th)

Panther: Silent and deadly, the panther is capable of disappearing and reappearing where the enemy least expects it.
Skills: Hide, Move Silently; Special: Invisibility 1x/day (at 5th), 2x/day (at 10th), 3x/day (at 15th), 5x/day (at 20th)

Wolf: Wolves are fond of packs and wolf companions will bond quickly with the druid. The wolf is a master of stealth and deception, and as it grows in power it can eventually use its mournful howl to frighten opponents.
Skills: Hide, Listen, Move Silently, Spot; Special: Fear Howl 1x/day (at 5th), 2x/day (at 10th), 3x/day (at 15th), 5x/day (at 20th)

Spells Castable per Day by Level:
Per Day 0/1st/2nd/3rd/4th/5th/6th/7th/8th/9th
1st Level 3/1
2nd Level 4/2
3rd Level 4/2/1
4th Level 5/3/2
5th Level 5/3/2/1
6th Level 5/3/3/2
7th Level 6/4/3/2/1
8th Level 6/4/3/3/2
9th Level 6/4/4/3/2/1
10th Level 6/4/4/3/3/2
11th Level 6/5/4/4/3/2/1
12th Level 6/5/4/4/3/3/2
13th Level 6/5/5/4/4/3/2/1
14th Level 6/5/5/4/4/3/3/2
15th Level 6/5/5/5/4/4/3/2/1
16th Level 6/5/5/5/4/4/3/3/2
17th Level 6/5/5/5/5/4/4/3/2/1
18th Level 6/5/5/5/5/4/4/3/3/2
19th Level 6/5/5/5/5/5/4/4/3/3
20th Level 6/5/5/5/5/5/4/4/4/4

Spells: Like the Wizard and Cleric, the Druid has to choose their spells daily that they wish to cast. Unlike the Cleric, though, the Druid can't spontaneously cast a curative/heal spell in place of a previously memorized one.

  • 0-level spells: Cure Minor Wounds, Light, Resistance, Virtue
    Comments: Cure Minor Wounds will be a nice quick life-saver. Light is always useful in dark settings (subterranean or at night) for races without darkvision. Resistance is useful in limited situations. Virtue gives a small boost to HPs temporarily.
  • 1st-level spells: Bless, Cure Light Wounds, Doom, Endure Elements, Remove Fear, Sanctuary, Scare, Summon Creature I
    Comments: Cure Light Wounds will be oft used early on. Sanctuary is much more useful than many people usually believe as it can protect a player from harm for quite a while. Summon Creature I will offer a nice, long-lasting companion to the Cleric. Bless helps saves and in combat. Endure Elements helps in harsh environments and situations. Doom and Scare causes opponents to weaken if they fail a save, making them easier to deal with.
  • 2nd-level spells: Aid, Bull's Strength, Cure Moderate Wounds, Darkness, Eagle Splendor, Endurance, Find Traps, Foxs Cunning, Hold Person, Lesser Dispel, Lesser Restoration, Negative Energy Ray, Owls Wisdom, Remove Paralysis, Resist Elements, Silence, Sound Burst, Summon Creature II, Ultravision
    Comments: This level has a lot of enhancement spells available to augment the Cleric or others. Cure Moderate Wounds is the next in the line of cure/healing spells. Summon Creature II offers a long lasting summoned companion that’s better than the first. Hold Person has always been a good spell. Negative Energy Ray is a good attack spell. Silence can put an enemy spellcaster in a world of hurt.
  • 3rd-level spells: Animate Dead, Bestow Curse, Blindness and Deafness, Clarity, Contagion, Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Circle against Alignment, Negative Energy Protection, Prayer, Protection from Elements, Remove Blindness and Deafness, Remove Curse, Remove Disease, Searing Light, Summon Creature III
    Comments: This level offers a number of curative spells making it a strong one for the grouping cleric. It also has protection, purging, and aiding spells of note. There are a few offensive spells to slow down or inhibit enemies, along with Animate Dead and Summon III for companions.
  • 4th-level spells: Cure Critical Wounds, Death Ward, Dismissal, Divine Power, Freedom of Movement, Hammer of the Gods, Neutralize Poison, Poison, Restoration, Summon Creature IV
    Comments: More good curative/healing spells here along with some other spells that look interesting, but going to reserve final comments/recommendations until I see their in-game implement.
  • 5th-level spells: Circle of Doom, Flame Strike, Healing Circle, Raise Dead, Slay Living, Spell Resistance, Summon Creature V, True Seeing
    Comments: Going to reserve comments on higher level spells upon testing them.
  • 5th-level spells: Awaken, Cure Critical Wounds, Death Ward, Ice Storm, Slay Living, Spell Resistance, Summon Creature V, Wall of Fire
    Comments: An interesting collection here. Going to reserve comments on higher level spells upon testing them.
  • 6th-level spells: Energy Buffer, Greater Dispelling, Greater Stoneskin, Healing Circle, Regenerate, Summon Creature VI
    Comments: Going to reserve further comments on higher level spells until testing them.
  • 7th-level spells: Aura of Vitality, Creeping Doom, Fire Storm, Harm, Heal, Summon Creature VII, True Seeing
    Comments: Obviously some good ones here. Going to reserve comments on higher level spells until testing them.
  • 8th-level spells: Finger of Death, Nature's Balance, Premonition, Summon Creature VIII, Sunbeam
    Comments: Going to reserve comments on higher level spells until testing them.
  • 9th-level spells: Elemental Swarm, Mass Heal, Shapechange, Summon Creature IX
    Comments: Going to reserve comments on higher level spells until testing them.

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