Druid


  • DMs

    Druid

    Druids seek to understand the living, dynamic world of nature and life.

    Nature is a more complex reality than even the deities that created it can fully understand, much less intelligent mortals. For a druid, a patron deity is a spiritual guide, and an intermediary between nature as a whole and the individual druid. The particular deity that a druid follows shapes the druid's perception of nature, but it is nature that the druid ultimately serves, not the deity.

    Intelligent beings, to druids, are perpetual crises, always threatening to disrupt "the Balance" in their willful blindness to nature. Ironically, it is up to intelligent beings to protect and restore that balance. Whether intelligent beings are themselves part of nature, or inherently aberrations that are more trouble then they're worth, is a matter of profound controversy among druids, and blood has been shed in the course of the debate more than once.

    Druids distrust abstract ideals. They are, in a sense, invaders from outside the prime material, outside the living world. Intelligent beings tend to be entirely too concerned with matters like Justice, Honor, Freedom, Hatred, Domination, and Vengeance, and this can blind them to the complex living reality in which they live. Intelligent beings following their ideals disrupt the balance of nature much the way that clearing a road disrupts a forest.

    Druids see some clerics, particularly those of nature deities, as allies, even if too involved in the politics and turmoil of the cities. Clerics are civilization incarnate, and many clerics are sentience at its worst: devotion to false ideals that utterly blind them to the real world. Clerics are absorbed in preparing for an endgame, while druids try to prevent the game of life from ever ending. Monks are almost incomprehensible to druids: their devotion to abstract ideals make them almost completely alien to the natural world.



  • Wildshape

    Druid Wildshape in CoA differs from standard NwN wildshapes. There are several more options of creatures the druid can turn into available in your crafting menu.

    Setting a shape

    • To set a shape, enter your crafting menu and select the "wildshape and shifter things" option. You'll then be able to select any of your druids standard wildshape options and append a new shape to it, the next time you use that wildshape, you will turn into the shape you selected via the crafting menu. (For example, you can select the standard druids Wild shape Panther, and opt to have it turn you into a Leopard instead when you use it)

    Different Shapes

    Felines

    • Cougar
      • Str: 16, Dex: 19, Con: 21
      • Damage: Claw (1d3), Claw (1d3), Bite (1d6)
      • Skills: Hide +5, Move Silently +5
      • Temp HP: +6
      • Perks: AC +1 (dodge)
    • Crag Cat
      • Str: 16, Dex: 21, Con: 17
      • Damage: Claw (1d6), Claw (1d6), Bite (4d4)
      • Temp HP: +6
      • Perks: AC +3 (dodge), Spell Immunity (Enchantment Spells)
    • Panther
      • Str: 16, Dex: 21, Con: 19
      • Damage: Claw (1d4)
      • Skills: Hide +5, Move Silently +5
      • Temp HP: +10
      • Perks: AC +4 (dodge)
    • Leopard
      • Str: 16, Dex: 22, Con: 18
      • Damage: Claw (1d3), Claw (1d3), Bite (1d6)
      • Skills: Hide +5, Move Silently +5
      • Temp HP: +6
      • Perks: AC +1 (dodge)
    • Lion
      • Str: 21, Dex: 17, Con: 19
      • Damage: Claw (1d4), Claw (1d4), Bite (1d8)
      • Skills: Hide +5, Move Silently +5
      • Temp HP: +10
      • Perks: AC +1 (dodge)

    Bears

    • Black Bear
      • Str: 22, Dex: 13, Con: 24
      • Damage: Claw (1d4), Claw (1d4), Bite (1d6)
      • Temp HP: +10
      • Perks: AC +2 (dodge)
    • Brown Bear
      • Str: 27, Dex: 13, Con: 19
      • Damage: Claw (1d4)
      • Temp HP: +10
      • Perks: AC +2 (dodge)

    Canines

    • Wolf
      • Str: 15, Dex: 17, Con: 17
      • Damage: Bite (1d4)
      • Skills: Hide +5, Listen +5, Move Silently +5, Search +5, Spot +5
      • Temp HP: +10
      • Perks: AC +4 (dodge), Tracking
    • Wolf, White
      • Str: 15, Dex: 17, Con: 16
      • Damage: Bite (1d4)
      • Skills: Hide +5, Listen +5, Move Silently +5, Search +5, Spot +5
      • Temp HP: +10
      • Perks: AC +4 (dodge), Tracking

    Boars

    • Boar
      • Str: 15, Dex: 10, Con: 24
      • Damage: Bite (1d4)
      • Temp HP: +20
      • Perks: AC +5 (dodge)

    Rodents

    • Badger
      • Str: 12, Dex: 17, Con: 15
      • Damage: Bite (1d4)
      • Temp HP: +10
      • Perks: AC +4 (dodge)
    • Rat
      • Str: 12, Dex: 17, Con: 15
      • Damage: Bite (1d4)
      • Skills: Hide +5, Move Silently +5
      • Perks: Can squeeze through burrow holes

    Aquatic Forms

    • Crocodile
      • Str: 19, Dex: 12, Con: 17
      • Damage: Claw (1d4), Claw (1d4), Bite (1d8)
      • Temp HP: +10
      • Perks: AC +4 (dodge), Underwater Breathing
    • Goblin Shark (Do not use outside of water)
      • Str: 15, Dex: 10, Con: 24
      • Damage: Bite (1d4)
      • Temp HP: +20
      • Perks: AC +5 (dodge), Underwater Breathing
    • Hammerhead Shark (Do not use outside of water)
      • Str: 15, Dex: 17, Con: 17
      • Damage: Bite (1d4)
      • Temp HP: +10
      • Perks: AC +4 (dodge), Underwater Breathing, Tracking
    • Mako Shark Shark (Do not use outside of water)
      • Str: 27, Dex: 13, Con: 19
      • Damage: Bite (1d4)
      • Temp HP: +10
      • Perks: AC +2 (dodge), Underwater Breathing

    Roleplay forms (Unsuited for combat)

    • Bat
    • Chicken
    • Cow
    • Deer
    • Dog
    • Falcon
    • Ox
    • Penguin
    • Raven
    • White Stag



  • Animal Companions

    Animal Companions in CoA have been altered from the traditional Animal Companion system NwN uses. The Animal Companion Summon button will no longer do anything, instead the system uses a series of dot commands that you can use via chat (or set in your quickbar using macros).
    These commands allow you to tame many animals/vermin you might find in the wilderness, provided their HD is equal or lower than your druid's level and you succeed an Animal Empathy check.

    • Disclaimer: While you can acquire companions in this way, if they die in combat they are gone for good and you'll need to find and tame a new companion.
      • Other disclaimer: Not every animal/vermin found in coa is tamable, for balance reasons. Also if you have less than 10 charisma your companion will receive penalties to its stats.

    -- SPIFFY NOTE: Some animal companions are nerfed. They will not scale as described below. Others will scale better. It depends on what you find.

    The dot commands are as follows

    • ".compantame" Will tame the animal or vermin nearest to your druid, if the creature is non hostile the DC to tame it will be lower, you can use Animal Empathy to make animals non hostile and increase your chances of taming them.
    • ".compansum" Will summon and unsummon your animal companion, keep in mind that you can not immediately resummon a companion after unsummoning it, or after it's been dismissed using the dismissal spell. You'll have to wait a certain time before being able to resummon it (even longer if it's been dismissed). The exception is the first time you unsummon a companion after taming it (allowing you to rename it).
    • ".companname" Will set a new name for your companion, the next time you resummon them, their name will be whatever you set it to.

    Additional Animal Companion Info

    Taming Levels

    • Druids can tame companions equal or lower than their total druid levels.
    • Rangers can tame companions equal or lower than their ranger levels -2 levels (since they obtain the ability to tame at level 3).
    • Ranger and druid levels will combine when determining your ability to tame companions (the ranger's -2 level penalty still applies to ranger levels)
    • For every level a druid exceeds that of their Animal Companions HD, the companion will receive a +1 bonus to Str, Con, and Wisdom.
      • For every 2 levels a druid exceeds that of their Animal Companions HD, the companion will receive a +1 bonus to Dex and dodge AC

    Charisma Bonuses
    Charisma will give benefits to an Animal Companions stats if it's higher than 10, up to a maximum of 14 charisma.

    • 11 Charisma: Gives the companion +2 Wis
    • 12 Charisma: Gives the Companion +1 Str, +1 Dex, +1 Con, +1 Wis, +1 Dodge AC
    • 13 Charisma: Gives the Companion +2 Str
    • 14 Charisma: Gives the Companion +1 Str, +1 Dex, +3 Con, +1 Wis, +1 Dodge AC