Character Creation — Druids and their kits


DRUID
Race: Human, Half-Elf
Alignment: True Neutral

Description: Those of a religious bent who choose to follow nature-oriented gods are known as Druids, and are distinct from Clerics in many ways, although the most important are that they are granted a widely different selection of spells, and that they shun all hallmarks of "civilization" and "technology," placing particular emphasis on not using weapons or armor that are made of forged metal, especially iron. Druids prefer to live in the wild, usually in forests or caves, but they are not-infrequently found in villages as well, teaching animal husbandry, warning of coming droughts, and making sure that only the weak are culled from herds. Their primary tenet is Balance in all things.

STRENGTHS:
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Can cast a large number of all Druid (and shared) spells, with additional spellslots granted for high Wisdom
Can read scrolls of Priest spells and use Priest-specific Wands
Can wear Helmets
After Level 7, can Shapeshift into a Wolf, Black Bear, and Brown Bear, each 1x/day
Guaranteed stats of at least 12 Wisdom and 15 Charisma
WEAKNESSES:
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Cannot wear metal armor: Restricted to Leather, Studded Leather, and Hide armors, and may use only Bucklers for shields
Cannot use (predominantly) metal weapons: Restricted to Daggers, Clubs, Scimitars, Staves, Spears, and Slings
Restricted to Proficiency (*) in any weapon or Weapon Style
Has no Thieving skills
Cannot use Wizard-specific Wands or cast Wizard spells from scrolls
Constricted EXP Level progression means Druids do not Level Up at all during the 2nd half of SoA
Can only be combined with the Fighter class
FUN RATING: 4.2 / 10

Notes: The "Strengths" and "Weaknesses" listed for each base class are intended both as a general description of the class, and compared to the other classes of the same superclass. In the descriptions of the kits, however, the Advantages and Disadvantages are always directly relative to their base class.

          In PnP, Druids sometimes use small ritual sickles to gather herbs for important ceremonies. This, apparently, is enough to allow Druids to use all Scimitars as weapons, conveniently ignoring the fact that they are three and a half feet of forged steel.

All Druid Shapeshifting abilities are without duration—that is, the Druid remains in that form for an unlimited time, until he chooses to shift back to his natural form.
The reason for Druids' bizarre level progression is that, in PnP, when a Druid reaches Level 15 he undergoes a sudden increase of power, usually (from) becoming the leader of an entire Druid grove, and becomes a "Great" Druid. BioWare thought it best to postpone this jump until ToB.

In the table to the right, the columns indicate the the Experience Level of a Druid, the Experience Points required for a Druid to reach that level, and their level-based stats:
The amount of hitpoints they would gain at that level ("+CON" indicating the additional hitpoint modifier from a high or low Constitution stat), the THAC0 and Attacks per Round they would have, the number of Proficiency Points they would gain at that level, their Saving Throws (given in this order: vs. Death, vs. Wands, vs. Polymorph, vs. Breath, and vs. Spell), and the number of spellslots (of each spell level) that they would have.
Level
EXP
Hitpoints
THAC0ApRProfsSaving ThrowsSpells
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
0
2,000
4,000
7,500
12,500
20,000
35,000
60,000
90,000
125,000
200,000
300,000
750,000
1,500,000
3,000,000
3,150,000
3,300,000
3,450,000
3,600,000
3,750,000
3,900,000
4,150,000
4,400,000
4,700,000
5,000,000
5,500,000
6,000,000
6,500,000
7,000,000
7,500,000
8,000,000
8+CON
1D8+CON
1D8+CON
1D8+CON
1D8+CON
1D8+CON
1D8+CON
1D8+CON
1D8+CON
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
2
20
20
20
18
18
18
16
16
16
14
14
14
12
12
12
10
10
10
8
8
8
6
6
6
6
6
6
6
6
6
6
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2


1



1



1



1



1



1



1



10/14/13/16/15
10/14/13/16/15
10/14/13/16/15
19/13/12/15/14
19/13/12/15/14
19/13/12/15/14
7 /11/10/13/12
7 /11/10/13/12
7 /11/10/13/12
6 /10/ 9 /12/11
6 /10/ 9 /12/11
6 /10/ 9 /12/11
5 / 9 / 8 /11/10
5 / 9 / 8 /11/10
5 / 9 / 8 /11/10
4 / 8 / 7 /10/ 9
4 / 8 / 7 /10/ 9
4 / 8 / 7 /10/ 9
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
2 / 6 / 5 / 8 / 7
1
2
2/1
3/2
3/3/1
3/3/2
3/3/2/1
3/3/3/2
4/4/3/2/1
4/4/3/3/2
5/4/4/3/2/1
6/5/5/3/2/2
6/6/6/4/2/2
6/6/6/5/3/2/1
6/6/6/6/6/6/6
7/7/7/6/6/6/6
7/7/7/7/6/6/6
8/8/8/8/6/6/6
9/9/8/8/6/6/6
9/9/9/8/7/6/6
9/9/9/9/8/6/6
9/9/9/9/8/6/6
9/9/9/9/9/7/6
9/9/9/9/9/7/6
9/9/9/9/9/7/7
9/9/9/9/9/7/7
9/9/9/9/9/7/7
9/9/9/9/9/7/7
9/9/9/9/9/7/7
9/9/9/9/9/7/7
9/9/9/9/9/7/7



Art by Didier GraffetAVENGER
Class: Druid
Race: Human, Half-Elf
Alignment: True Neutral

Description: While most Druids are content to protect their own home territory against those who would disrupt its ecosystem, Avengers are far more militant, and actively track down those who have scorned nature's laws. They have expanded their magical repertoire to include some spells unknown by other Druids, and embraced a wider selection of Shapeshifting forms—the better to be able to remind their victims, in their last moments of life, of their offenses against nature. Due to this fluidity of form, however, an Avenger is likely to be less hardy than his fellows.

ADVANTAGES:
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Gains access to the Wizard spells of Chromatic Orb, Web, Lightning Bolt, Improved Invisibility, Chaos, and Chain Lightning, cast as equivalent-level Priest
          spells
Gains access to the Shapeshifting forms of Sword Spider, Baby Wyvern, and Fire Salamander, in addition to normal Shapeshifting abilities
DISADVANTAGES:
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-2 penalties to Strength and Constitution
Cannot wear armor heavier than Leather (even Studded Leather is off-limits)
FUN RATING: 3.8 / 10

Notes: The STR and CON penalties are applied only to Avengers rolled up in BG2; if a Druid is created in BG1 and ported over to BG2 (during which process the Avenger kit may be selected), no penalties will be applied.



SHAPESHIFTER
Class: Druid
Race: Human, Half-Elf
Alignment: True Neutral

Description: While lycanthropy is technically a curse, there are some members of the Druidic order who intentionally seek it out, moving closer to nature in a very real way. These Druids require great stability of mind in order to keep their beasts within under control, but are able to live a curious double existence—in their natural forms, they are figures of respect among men, while in their animalistic shape, they are mighty pack leaders. Shapeshifters may choose to infect themselves with the bite of any lycanthropic animal, though the wolf is most common.

ADVANTAGES:
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Special Ability of Shapeshift Werewolf, usable 1x/day per 2 levels (first use gained at Level 1, then every other level thereafter): The Werewolf has (usually)
          higher physical stats than the Druid, 2 Attacks per Round with an attack that strikes as a Normal weapon and does 1D6 Piercing, and 20% Magic
          Resistance.
Special Ability of Shapeshift Greater Werewolf, usable 1x/day after Level 13: The Greater Werewolf has much higher physical stats, 3 Attacks per Round
          with an attack that strikes as a +2 weapon and does 1D6 Piercing, 40% Magic Resistance, and 50% Resistance to most forms of Elemental damage.
DISADVANTAGES:
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Cannot wear any form of armor (Helmets and Bucklers are still allowed)
Does not gain regular Shapeshifting abilities
FUN RATING: 2.8 / 10



Art by Larry ElmoreTOTEMIC DRUID
Class: Druid
Race: Human, Half-Elf
Alignment: True Neutral

Description: The very essence of being a Priest is the ability to call on divine powers larger than yourself. The Totemic Druid expresses this idea by establishing ties with the demigods of various animal species (as well as the more important gods, whom they serve), and asking them to send down one of their minor avatars in times of need. Through the use of prayers and carved idols, a Totemic Druid can summon these avatars to serve as powerful defensive guardians to fight off his enemies and protect those creatures and lands that he deems worthy.

ADVANTAGES:
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Special Ability of Summon Spirit Animal, usable 1x/day per 5 levels: Randomly summons one of four spirit animals (Spirit Bear, Spirit Lion, Spirit Snake, or
          Spirit Wolf) to aid the Druid.
DISADVANTAGES:
» Does not gain any Shapeshifting abilities
FUN RATING: 4.5 / 10

Notes: The Spirit Animals' attacks strike only as Normal weapons, but they are all immune to Charm, Fear, Sleep, Poison, Hold, Stun, Confusion, Petrification, Level Drain, death magic, and Normal weapons. They also have 100% resistance to Cold and Electricity. The Spirit Bear's attacks force the victim to Save vs. Death with a -3 bonus or run in Fear, the Spirit Lion has the most powerful offense, the Spirit Snake can Poison its victims, and the Spirit Wolf's bite adds Cold damage & also Level Drains the victim. Spirit Animals will remain for six turns, or until slain.





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