Mr.Moloch last edited by
Druids need a minimum of 10 charisma to tame a permanent animal companion
Animals companions can be found across the server, druids have no companion after creation
Druid wildshape is handled differently than standard Bioware on City of Arabel. If you bring up the crafting menu through the radial menu, you get an option to adjust wildshape and can set new unique forms on it. We have rebalanced many of the standard Bioware forms and added in new ones. The forms are detailed below and the idea was that different forms will be more suitable for different situations, in standard NWN there was rarely a reason not to choose the Brown Bear form.
Bear Forms: Big on dealing damage, lower ACs and less utility than other shapes.
Brown Bear With a 27 STR, 19 CON, 13 DEX, +2 Natural AC and 10 bonus HP, the Brown Bear is still the strongest form for dealing pure damage.
Black Bear Now has 22 STR from 19, 24 CON from 15, 13 DEX, and +2 Natural AC, with 6 Bonus HP. When you need a form that is still strong, but has more survivability. [Please note, I intend to increase CON by 1 and bonus HP by 4 in a future update to keep its stats more on par with the Brown Bear]
Cat Forms: All cat forms have decent stealth bonuses (+5 Hide/Move Silently), cats are predators who strike without warning. Stats run a gamut of iterations, making the big cat forms the most varied over all. All cats have higher levels of Dexterity, granting them more utility when climbing, jumping, etc.
Lions have STR of 21, their CON was moved from 15 to 19, their DEX is 17, they have +3 Natural AC and 10 bonus HP. Lions are suppose to be very close to the bear forms, not quite as suitable for dealing high damage though since they can strike from ambush.
Panthers have STR of 16, DEX of 25 up from 19, and CON of 15, they have +4 Natural AC and 10 bonus HP. They are the most agile of the cat forms. [Panthers will have their bonus HP drop to 6 in the near future.]
Cougars have 16 STR, 19 DEX, and a CON of 21 from 15, +1 Natural AC and 6 Bonus HP. The Cougar is the most survivable of the cat forms. [Cougars will have their bonus HP move up to 10 in the near future.]
Crag Cats have a 16 STR, their CON is 17 from 15, and DEX is 21 from 19. They get a +3 to Natural AC and are immune to enchantments. This makes the Crag Cat a very niche form to use in specific situations.
Leopards have 16 STR, CON of 18 from 15, and DEX of 22 from 19. They get +1 Natural AC and 6 Bonus HP. They are meant to be the most well-rounded of the cat forms.
Boars have 15 STR, 23 CON from 17, 10 DEX, +5 Natural AC, and 10 bonus HP. The boar form is meant to simply be the 'tank' form. It can't deal much damage, but it can take it.
Wolf Forms are meant to be much weaker in combat that Bear or Cat forms. Wolves are much more of a utility form and will demonstrate that best now because while in wolf form you can type ".track" without the quotes to use our in-game tracking system to fulfill the role of a stealthy hunter. Wolves also get +5 to Hide/Move Silently/Listen/Spot/Search roles.
Wolf has 15 STR from 13, 17 CON from 15, 17 DEX from 15. It has +4 natural AC and +10 bonus HP.
White Wolf 15 STR from 13, 16 CON from 15, 17 DEX from 15, it has +4 natural AC and +10 bonus HP. White wolves gain a /5 damage reduction to all cold damage.
NEW FORMS –These forms have just been added, there is a known bug with them currently that will be corrected with our next update.--
Shark Forms all have immunity to drowning while underwater. (The spell Drown can still kill them though.)
Hammerhead Sharks have the same stats as a Wolf. Hammerhead sharks are smaller than other sharks and weaker, but have a keen sense of smell and are capable of tracking as well a wolves.
Goblin Shark have the same stats as a Boar. They are meant to be the "tanks" of the shark forms.
Mako Sharks have the same stats as a Brown Bear. They are meant to be the heavy damage dealers of the shark forms.
Crocodiles have the same stats as the Lion. They are meant to be the "cat form" of the underwater world. Crocodiles also can not drown while underwater. In the real world, yes they can, but for our purposes they can "hold their breath" pretty indefinitely.
This section will make more sense later, but here are the basics of the "roleplay" forms.
Name STR CON DEX ACBONUS HPBONUS
BAT 3 10 8 **** **** [Dex should be much higher.]
CHICKEN 3 8 7 0 **** [Dex should be higher you ever try to catch a chicken?]
COW 10 10 5 **** ****
DEER 10 10 11 **** **** [Should get a Hide with +5Hide/MS]
DOG 15 15 11 **** 4 [Should get tracking]
FALCON 6 10 9 **** ****
OX 12 12 5 2 1
PENGUIN 3 10 15 **** ****
RAT 14 10 15 **** **** [Should get a Hide with +5Hide/MS]
RAVEN 3 10 7 **** ****
White STAG 10 10 11 **** ****
Badger 8 15 17 5 10
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.