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Druids are the guardians of nature, oathbound to protect animals, plants and stranger things in their domain from corruption and destruction. Though all druidic faith shares the same roots, its branches are divided on how to serve. Humanity, aberrations and undeath are but some of the threats to the natural world. Most Druids live alone, studying and sheltering some particular aspect of the wilderness, while others serve as guides and advisors to farming communities or local lords, seeking to prevent conflicts before they can arise.

As divine spellcasters and skinchangers, Druids have a frightening reputation which is only reinforced by the sight of unusually large animals responding to their every direction. Where Impiltur's shores, plains and mountains are known to be watched over, few are entirely comfortable when taking from the land.

WARNING: To cast a spell, a druid must have a Wisdom score of 10 + the spell's level. For example, to cast a 4th-level spell, a druid must have a Wisdom of 14. Druids must also have a deity corresponding with their alignment or is one step removed.

Properties[]

Progression[]

Lvl BAB Saves Feats HP range   Base Spells Per Day   Wildshape Wildshape
Duration
Fort Ref Will 0 1st 2nd 3rd 4th Usage Turns
1st +0 +2 +0 +2 Animal Companion, Nature Sense 8±CON Modifier 3 2 - - - - -
2nd +1 +3 +0 +3 Woodland Stride 16±CON Modifier 4 3 - - - - -
3rd +2 +3 +1 +3 Trackless Step 24±CON Modifier 4 3 2 - - - -
4th +3 +4 +1 +4 Wildshape I, Resist Nature's Lure 32±CON Modifier 5 4 3 - - 1 60
5th +3 +4 +1 +4 Venom Immunity 40±CON Modifier 5 4 3 2 - 1 75
6th +4 +5 +2 +5 Wildshape II 48±CON Modifier 5 5 4 3 - 2 90
7th +5 +5 +2 +5 Bonus Feat 56±CON Modifier 6 5 4 3 2 2 105
8th +6/+1 +6 +2 +6 Wildshape III 64±CON Modifier 6 5 4 4 3 3 120

Feats[]

  • Animal Companion - The druid can summon an animal companion to fight at their side.
  • Nature Sense - The druid gains a +2 bonus on all attack rolls made while fighting in wilderness areas.
  • Woodland Stride - The character is immune to the grease, web, and entangle spells.
  • Trackless Step - This feat grants a +4 competence bonus to hide and move silently checks when in wilderness areas.
  • Wildshape - The character with this ability can take the shape of an animal at will. The change lasts up to 15 turns per level.
  • Resist Nature's Lure - This feat grants a +2 insight bonus on saving throws against fear spells and effects.
  • Venom Immunity - The druid is immune to all forms of poison.

Bonus Feat list[]

  • Improved Wildshape - Your Wildshapes have no maximum duration.
  • Summoner (INT 13+) - All your Summon Creature spells are cast as if they are Extended spells.
  • Beast Warden (DEX 13+) - Your Summoned Creatures gain +1 Dodge AC. Your Animal Companion gains +3 Dodge AC.
  • Cycle of Blood (CON 13+) - While Wildshaped, you gain Vampiric Regeneration (2) on your attacks.
  • Feral (STR 13+) - While Wildshaped, you gain the Weapon Focus: Creature Weapon and Weapon Specialization: Creature Weapon feats.
  • Nature's Resilience (CHA 13+) - Sacrifice a Wildshape use to grant nearby allies venom immunity for 1 turn/level (medium radius).
  • Stormbringer - Sacrifice a Wildshape use to grant your non-henchman followers +d4 electrical damage on their attacks for 1 round/level. Requires Concentration 5+ and Spellcraft 5+
  • Animal Care - Sacrifice a Wildshape use to heal target animal, beast, magical beast or vermin. The creature heals Druid level * WIS modifier HP, or twice that if they are the druid's own animal companion. Requires Heal 5+ and Animal Handling 5+

Wildshape forms[]

  • Level 4: Black Bear, Brown Bear, Goat, Boar, Highland Bull, Longhorn Bull, Cheetah, Cougar, Snow Leopard, Jaguar, Leopard, Panther, Giant Spider, Fox, Jackal, Dog, Husky, Wolf, Falcon, Raven, Brown Owl, Badger, Fire Beetle, Armadillo, Rat, Rabbit, Bat, Forest Viper, Cow, Deer, Sheep
  • Level 6: Grizzly Bear, Polar Bear, Dire Boar, Bison, Tiger, Lion, Crag Cat, Sword Spider, Dire Wolf, Mastiff, Eagle, Seagull, Snow Owl, Dire Rat, Stink Beetle, Crocodile, Weasel, Great Cobra, Horse, Camel, Antelope
  • Level 8: Dire Bear, Legendary Boar, Bison Antiquus, Dire Tiger, Dire Spider, Legendary Wolf, Legendary Eagle, Wolverine, Bombardier Beetle, Dire Badger, Huge Forest Viper, White Stag, Deep Rothe
  • Level 12: Legendary Bear, Razor Boar, Mammoth, Sabretooth Cat, Redback Spider, Giant Crab, Great Black Wolf, Stag Beetle

Animal Companions[]

All information provided, excluding the notes column, on the table are for animal companions when they are level 1. Animal companions have their own ability score increases and skills increases at certain levels. AC on the table includes their DEX modifier. All creature weapon attacks add their STR modifier; this is NOT the amount of attacks they receive per round. All animal companions have 8 HP before CON modifier.

Level BAB Saves Notes HP Range   Armor Class & Attack   Ability Scores
Fort Ref Will AC Attack 1 Attack 2 Attack 3 STR DEX CON INT WIS CHA
Brown Bear 0 +3 +2 +0 Highest damage but lower ability score average 9 15 1d8 - 1d6 18 10 12 6 10 8
Golden Eagle 0 +2 +7 +0 Increased Perception; Truesight at level 7+ 8 20 1d4 - - 12 20 10 6 10 8
Giant Spider 0 +4 +6 +0 STR poison on hit, increased at level 4 and 8 10 19 1d2 - - 10 18 14 6 10 8
Grey Wolf 0 +4 +4 +0 Increased piercing damage 10 17 1d6 - - 14 14 14 6 10 8
Large Snake 0 +2 +6 +0 DEX poison on-hit starting at level 5 8 19 1d3 - 1d6 14 18 10 6 10 8
Lynx 0 +3 +6 +0 Sneak Attack 1d6 at level 3, 2d6 at level 7 9 19 1d4 - - 12 18 12 6 10 8
Mountain Goat 0 +5 +5 +0 +1 reflex per 2 levels. Evasion at level 4 11 18 1d4 - - 10 16 16 6 10 8
Red Fox 0 +4 +5 +1 +1 will per level 10 18 1d4 - - 12 16 14 6 10 8
Reindeer 0 +6 +2 +0 Increased bludgeoning damage 12 15 1d6 - - 14 10 18 6 10 8
Wild Boar 0 +5 +2 +0 Increased piercing damage 11 15 1d6 - - 16 10 16 6 10 8
Wolverine 0 +3 +4 +0 Increased slashing damage 9 17 1d6 - - 16 14 12 6 10 8

Spells[]

Druids now have access to different spells. For changes to spells, please refer to the spell list link.

Cantrips 1st level spells 2nd level spells 3rd level spells 4th level spells

Metamagic[]

Table is unconfirmed as server accurate, based on vanilla. Server specific spells to be added later. Quicken Spell unconfirmed to useable by Druid.

Druid Metamagic
Name Level Empower (2nd) Extend (1st) Maximize (3rd) Quicken (4th) Silent (1st) Still (1st)
Cure minor wounds 0 no no no yes yes yes
Flare 0 no yes no yes yes no
Light 0 no yes no yes yes no
Resistance 0 no yes no yes yes yes
Virtue 0 no yes no yes yes yes
Camouflage 1 no yes no yes yes yes
Cure light wounds 1 yes no yes yes yes yes
Endure elements 1 no yes no yes yes yes
Entangle 1 no yes no yes yes yes
Grease 1 no yes no yes yes yes
Magic fang 1 no yes no yes yes yes
Sleep 1 yes yes yes yes yes yes
Summon creature I 1 no yes no yes yes yes
Ultravision 1 no yes no no yes yes
Barkskin 2 no yes no yes yes yes
Blood frenzy 2 no yes no yes yes yes
Bull's strength 2 yes yes yes yes yes yes
Charm person or animal 2 no yes no yes yes yes
Flame lash 2 yes no yes yes yes yes
Hold animal 2 no yes no yes yes yes
Lesser dispel 2 no no no no yes yes
Lesser restoration 2 no no no yes yes yes
One with the land 2 no yes no yes yes yes
Resist elements 2 no yes no yes yes yes
Summon creature II 2 no yes no yes yes yes
Call lightning 3 yes no yes yes yes yes
Contagion 3 no no no yes yes yes
Cure moderate wounds 3 yes no yes yes yes yes
Dominate animal 3 no yes no yes yes yes
Greater magic fang 3 no yes no yes yes yes
Healing sting 3 yes no yes yes yes yes
Infestation of maggots 3 yes yes yes yes yes yes
Neutralize poison 3 no no no yes yes yes
Poison 3 no no no yes yes yes
Protection from elements 3 no yes no yes yes yes
Quillfire 3 yes no yes yes yes yes
Remove disease 3 no no no yes yes yes
Spike growth 3 no yes no yes yes yes
Summon creature III 3 no yes no yes yes yes


New Spells[]

  • Create Sustenance: A single food item is created. This improves resting conditions by +1 (healing an additional 1 hp/level) compared to resting without food. After 30 minutes the sustenance becomes useless and is removed.
  • Goodberries: A Berry item is created, carrying 1d3+1 charges. Each use heals 1 hp. After 2 hours the berries become useless and are removed.
  • Detect Magic: When cast, all Arcane Marks within the area become readable to those in the area. The caster will also gain information about other magical signatures, such as those found in a wizard's laboratory or dungeon.
  • Guidance: The target of this spell gains a +1 bonus to all skills for a duration of 2 rounds.
  • Lesser Vigour: The target of this spell regenerates 1 hp/round for a period of 5 rounds + 1 round/level (up to 5). Multiple castings are not cumulative, but they can be combined with other sources of Regeneration. Non-living creatures are not affected.
  • Longstrider: The caster's movement speed is increased by 15% for a duration of 2 turns/level.
  • Mass Vigour: The targets of this spell regenerate 1 hp/round for a period of 5 rounds + 1 round/level. The spell has a medium radius and affects one ally per level of the caster. Multiple castings are not cumulative, but they can be combined with other sources of Regeneration. Non-living creatures are not affected.
  • Obscuring Mist: Creates a medium-sized Area of Effect. Creatures inside the area have a 40% Concealment bonus vs ranged attacks, but also suffer a 20% Miss Chance on their own melee and ranged attacks. The mist lasts 1 round/level.
  • Contagion: Creates an OnHit Disease property (DC 14) for the selected weapon. This lasts 1 turn/level. The nature of the disease is randomized.
  • Vigour: The target of this spell regenerates 2 hp/round for a period of 5 rounds + 1 round/level. Multiple castings are not cumulative, but they can be combined with other sources of Regeneration. Non-living creatures are not affected.
  • Cocoon of Rejuvenation: A single ally is encased in a cocoon granting 50% immunity to physical damage but leaving them unable to act. While encased, they regenerate 3 hp/round for a duration of 2 rounds/level or until all HP lost at the time of casting have been restored.
  • Mass Longstrider: The caster and all allies within a large radius gain a 20% increase to their movement speed for a duration of 2 turns/level.

Prestige Routes[]

This assumes the character has only a single class to meet the requirements and is non-human before taking the prestige class (PrC). Human characters will have greater flexibility in regards to feat progression due to the extra feat granted at character creation by their racial bonus, Quick to Master. Some class routes to prestige may also favour multi-classing in order to more effectively meet pre-requisites or to better synergise the character's skill set to suit the PrC, however caution is advised as most PrCs have strict skill requirements (meeting the unmodified rank, not a modified rank) and the wrong combination of classes (due to cross-classing of skills) may result in further delaying and reducing the levels of a prestige class obtainable or render it entirely unobtainable for the character.

Prestige Class Minimum Druid Class Level Maximum Prestige Class Level Skill Skill Feat Feat
Blackguard 7th Level 1st Level 4 ranks in Intimidate at 5th Level - Cleave at 1st Great Cleave 3rd Level
Breach Guard 6th Level 2nd Level 4th Level - Toughness at 1st or 3rd Level -
Harper Scout 5th Level 3rd Level 8 ranks in Diplomacy at 5th Level 4 ranks in Perform at 5th level Iron Will at 1st or 3rd Level -
Shifter 4th Level 4th Level 7 ranks in Concentration at 4th Level - Improved Unarmed Strike at 1st or 3rd Level Wildshape at 4th Level
Spirit Caller 4th Level 4th Level 7 ranks in Concentration at 4th Level 4 ranks in Sense Motive at 1st Level Alertness at 1st or 3rd Level
Base Classes
BarbarianBardCivilianDruidFighterMonkPaladinPriestRangerRogueSorcererWizard