Druid

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Druid is a default base class with Arelith specific changes.


Introduction

Arelith Druids enjoy many changes that benefit their spellcasting and shapeshifting. The #Path: Totem Druid focuses on a specific shape. Mechanical changes are included in the #Class Mechanics on this page and explained in the #Arelith Changes section. Base mechanics can be found on NWNWiki. The #Roleplay Tips section provides suggestions for character development.

Class Mechanics

Requirements

Alignment restrictions: Any neutral (this includes neutral good and neutral evil)

Multiclass restrictions: Shadow Mage and Pale master are not an allowable multiclasses for Druid

Spellcasting: Must follow a nature deity and be one of the worshiper alignments of that deity to be able to cast spells as well as Piety is required to cast spells greater than circle 6

Class Features

Hit die: d8

Proficiencies: armor (light, medium), shields, weapons (druid)

Skill points: 4 + int modifier ((4 + int modifier) * 4 at 1st level)

Class Skills: animal empathy, concentration, craft mastery, heal, leadership, lore, sail, spellcraft

Unavailable feats: weapon specialization, weapon proficiency (exotic), weapon proficiency (martial), weapon proficiency (simple)

Primary saving throw(s): fortitude, will

Base attack bonus: +3/4 level

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation

Level Progression

Hit points rolls on Arelith are always maximum.

Base spells per day
Level BAB Fort Reflex Will Feats HP 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 animal companion, nature sense, -balance 8 3* 2 - - - - - - - -
2nd +1 +3 +0 +3 woodland stride 16 4* 3 - - - - - - - -
3rd +2 +3 +1 +3 Trackless Step 24 4* 3 2 - - - - - - -
4th +3 +4 +1 +4 resist nature's lure 32 5* 4 3 - - - - - - -
5th +3 +4 +1 +4 wild shape, animal (1x/day) 40 5* 4 3 2 - - - - - -
6th +4 +5 +2 +5 wild shape (2x/day) 48 5* 4 4 3 - - - - - -
7th +5 +5 +2 +5 wild shape (3x/day) 56 6* 5 4 3 2 - - - - -
8th +6/+1 +6 +2 +6 64 6* 5 4 4 3 - - - - -
9th +6/+1 +6 +3 +6 venom immunity 72 6* 5 5 4 3 2 - - - -
10th +7/+2 +7 +3 +7 wild shape (4x/day) 80 6* 5 5 4 4 3 - - - -
11th +8/+3 +7 +3 +7 88 6* 6 5 5 4 3 2 - - -
12th +9/+4 +8 +4 +8 druid wildshape (animal), improved forms 96 6* 6 5 5 4 4 3 - - -
13th +9/+4 +8 +4 +8 104 6* 6 6 5 5 4 3 2 - -
14th +10/+5 +9 +4 +9 wild shape (5x/day) 112 6* 6 6 5 5 4 4 3 - -
15th +11/+6/+1 +9 +5 +9 120 6* 6 6 6 5 5 4 3 2 -
16th +12/+7/+2 +10 +5 +10 elemental shape, huge (1x/day) 128 6* 6 6 6 5 5 4 4 3 -
17th +12/+7/+2 +10 +5 +10 elemental shape (2x/day) 136 6* 6 6 6 6 5 5 4 3 2
18th +13/+8/+3 +11 +6 +11 wild shape (6x/day) 144 6* 6 6 6 6 5 5 4 4 3
19th +14/+9/+4 +11 +6 +11 elemental shape (3x/day) 152 6* 6 6 6 6 6 5 5 4 4
20th +15/+10/+5 +12 +6 +12 improved elemental shape, elder 160 6* 6 6 6 6 6 5 5 5 5

* Note: Cantrips on Arelith have been customized to allow infinite casting

Spells

See Category:Druid_Spells for list of all spells by category.

 
Cantrips 1st level spells 2nd level spells
 
3rd level spells 4th level spells 5th level spells
 
6th level spells 7th level spells 8th level spells
 
9th level spells Epic Spells

Epic Druid

Bonus feats: The epic druid gains a bonus feat 23/26/29.

Epic bonus feats: automatic quicken spell, automatic silent spell, automatic still spell, plant shape, epic energy resistance, epic spell focus, epic spell penetration, Epic Spell: Dragon Knight, Epic Spell: Greater Ruin, Epic Spell: Hellball, great wisdom, greater spell focus, improved combat casting

Unavailable epic feats: epic weapon specialization, outsider shape, construct shape, undead shape, epic spell: epic mage armor, epic spell: mummy dust

Level Feats HP
21st 168
22nd infinite wildshape 176
23rd bonus feat 184
24th 192
25th 200
26th infinite elemental shape, bonus feat 208
27th 216
28th Monolithic Elemental Shapes 224
29th bonus feat 232
30th 240

Arelith Changes

Change Level Description
Class skills - Druids on Arelith gain access to Sail as a class skill.
Druids on Arelith lose access to Parry as a class skill.
Balance 1 Alter the balance of a NPC population by using the -balance Console Command.
Animal Companion 1 Animal companion stats are changed on Arelith. [Ranger Animal (24) Snapshot].
Blood Lust - Druids may now select Blood Lust feat to boost their Awaken Spell.
Totem druids get Blood Lust at level 15 for free.
Call of the Wild - Druids may now select Call of the Wild feat to boost their Awaken Spell.
Totem druids get Call of the Wild at level 23 for free.
Trackless Step 3
Type of feat: Druid Class, Harper Scout Class, Ranger Class, Zhentarim Operative Class, Wild Elf Racial
Automatically granted by: Druid 3, Harper Scout 5, Ranger 1, Zhentarim Operative 5, Wild Elf
Required for: None
Specifics: This feat grants a +4 competence bonus to hide and move silently checks when in wilderness areas. Adds 10 to the DC check for a spotter to find details when Investigating Tracks.
Use: Automatic
Spontaneous Summon Creature I-IX - May cast any Summon Creature spells spontaneously as a special ability from the radial menu Special Abilities > More Special Abilities. Consumes the memorized spell in line from the same level, from left to right.
Spell Slots - One extra spell slot per level; giving them the same progression as the clerics. This is reflected in the table above.
Bonus Language - Animal Language and Druidic.
Summoning Changes - For specifics, read Summoning Changes which details how summons are changed on Arelith and Summons which details each specific summon stream and what is summoned at each tier of the stream.
Spell changes - For specifics, see Category:Druid_Spells.
Spellbook - Can save and load Spellbooks through the Crafting Skills menu. Special Abilities > Crafting Skills > Choose "Spellbooks" from the menu.
Nature deity - Must follow a nature deity and be within worshiper alignment to be able to cast spells.
Chosen Deity - Clerics, Paladins and Druids must be one of the cleric alignments of that deity. See Chosen Deity to read more.
Piety - Piety is required to cast spells greater than circle 6.
Epic Spell: Mummy Dust - Does not function if you have any levels of Druid.
Polymorph - When under the effects of any polymorph a character gains a +10 bonus to Bluff/Perform.
Elemental Shapes - The elemental shapes have been reworked from their original stats to fit Arelith's specific power balance. Pure druids will unlock the new Monolithic Shapes at level 28.
Level 16 Huge Shapes
Shape STR DEX CON Size Dodge AC Total AC Damage Special
Fire 16 20 26 Medium 11 26 2d8 + 4 Bludgeoning + 2d8 Fire 100% Fire Immunity
50% Cold Vulnerability
Water 24 22 19 Medium 10 26 2d8 + 3 Bludgeoning +2d6 Cold 50% Acid Immunity
100% Fire Immunity
50% Electricity Vulnerability
+2 Regeneration
Earth 36 10 22 Large 7 17 2d10 + 13 Bludgeoning 50% Sonic Vulnerability
5% Slashing & Piercing Immunity
Air 19 28 19 Medium 12 31 2d6 + 4 Bludgeoning + 2d6 Sonic 50% Cold Vulnerability
Feat: Weapon Finesse
Level 20 Elder Shapes
Shape STR DEX CON Size Dodge AC Total AC Damage Special
Fire 20 26 34 Medium 13 31 2d8 + 5 Bludgeoning + 2d2 Fire 100% Fire Immunity
100% Cold Vulnerability
10% Physical Immunity
Water 30 22 26 Medium 10 26 2d8 + 8 Bludgeoning +2d8 Cold 50% Acid Immunity
100% Fire Immunity
100% Electricity Vulnerability
10% Slashing & Piercing Immunity
+3 Regeneration
Earth 40 10 30 Large 10 20 2d12 + 15 Bludgeoning 100% Sonic Vulnerability
Damage Reduction 5/-
10% Slashing & Piercing Immunity
Knockdown Immunity
Air 26 38 22 Huge 13 37 2d6 + 8 Bludgeoning + 2d6 Sonic 100% Cold Vulnerability
Feat: Weapon Finesse
Level 28 Monolithic Shapes
Shape STR DEX CON Size Dodge AC Total AC Damage Special
Fire 38 32 30 Medium 9 30 2d8 + 10 Bludgeoning + 20 Fire 100% Fire Immunity
100% Cold Vulnerability
25% Physical Immunity
Damage Reduction 5/-
Aura of Fire
Water 36 26 30 Medium 11 29 2d10 + 13 Bludgeoning +15 Cold 50% Acid Immunity
100% Fire Immunity
100% Electricity Vulnerability
25% Slashing & Piercing Immunity
+4 Regeneration
Aura: 2d10 Cold
Earth 50 10 34 Medium 15 25 2d12 + 20 Bludgeoning 150% Sonic Vulnerability
25% Slashing & Piercing Immunity
Knockdown Immunity
Damage Resistance bludgeoning/slashing/piercing 10/-
Feat: Knockdown
Keen *Keen bug?
Air 26 48 26 Medium 10 43^ 2d6 + 8 Bludgeoning + 2d10 Sonic 100% Cold Vulnerability
10% Magical Immunity
Feat: Weapon Finesse
Haste ^(+4 dodge in total AC)
Aura: DC 14 (Will) Stun, 1 round
Plantshape - Dragonshape has been renamed and reworked to Plantshape.
  • While in Plantshape, monk wisdom AC is disabled.
  • While in Plantshape, the character mechanically wields a magic staff, so unarmed attack feats or monk UBAB progression do not apply.
  • Prerequisite: 21st level, wisdom 25+, either wild shape 6x/day or greater wildshape IV
Plantshapes
Shape STR DEX CON Size Dodge AC Attack Special
Shambling Mound 40 26 28 Large 20 +5 AB, +2d10 Bludgeoning 50% Cold Immunity
25% Piercing/Slashing Immunity
Disease Immunity
Fear Immunity
Poison Immunity
Mind Affecting Immunity
50% Bludgeoning Vulnerability
50% Fire Vulnerability
Regeneration: 3
Deep Fungal Shambler 38 22 22 Large 20 +4 AB, +2d6 Bludgeoning/Slashing, On-hit DC-26 Con Poison Bonus Feat: 3d6 Sneak Attack
Bonus Feat: Darkvision
+12 Hide/Move Silently
50% Cold Immunity
25% Piercing/Slashing Immunity
Disease Immunity
Fear Immunity
Poison Immunity
Mind Affecting Immunity
50% Bludgeoning Vulnerability
50% Fire Vulnerability
Regeneration: 3
Fungal Shambler 48 18 26 Large 20 +5 AB, +2d10 Bludgeoning/Slashing 50% Cold Immunity
25% Piercing/Slashing Immunity
Disease Immunity
Fear Immunity
Poison Immunity
Mind Affecting Immunity
50% Bludgeoning Vulnerability
50% Fire Vulnerability
Regeneration: 3

Path: Totem Druid


On Arelith, druids can choose a totem animal.
A ranger, too, can choose a totem animal, thus becoming totem rangers, but the way it works for them is different.

Gaining a totem

Hidden somewhere in the module (on both the Underdark and Surface server) is an NPC who will offer druids with wildshape the ability to make a bargain with a totem animal. The bargain is optional, can only be made once, and cannot be un-made. This can also be chosen at character creation.

Effects of a totem

On making a bargain, your PC permanently loses 4 points of Strength, Dexterity and Constitution. However, from that point on, their animal companion, all summoned non-undead creatures (including epic summons) and wildshape forms (but not elemental, shifter, or epic feat forms) all become the totem form.

It was originally stated that it was acceptable to take a feat before taking the totem bargain and have your stats reduced beneath the prerequisites of the feat, but this is false and not allowed. While it will not bug your character, it is not allowed as it fudges requirements. For example, if you have 13 strength and take power attack (which has a 13 strength requirement) and then choose Totem Druid as that will lower your strength to 9.

The summoned animals will keep strengths and abilities of the original summoned creature. Only their shape and look will be that of totem animal. For example, Plantshape turns totem druid into a plant creature as intended, but summoning a DRAGON KNIGHT would summon an totem animal with the stats and abilities of a dragon!

On top of that, they will be granted access to the polymorph (via the radial menu) to take the visage of their totem animal. This form will become increasingly powerful with the druid levels.

Finally, depending on the totem animal, the PC gains a boon that depends on the species of totem animal.

Wildshape stats for totem druids

NB: All uses of Wildshape (for any of the standard animals) will instead result in shifting into your totem form, with the following stats.

Druid level Str Dex Con AC bonus Temp HP
5-7 18 18 18 2 10
8-9 20 20 20 4 20
10-11 22 22 22 6 30
12-13 24 24 24 8 40
14-15 26 26 26 10 50
16-17 28 28 28 12 60
18-19 30 30 30 14 70
20-21 32 32 32 16 ?
22-23 34 34 34 18 ?
24-25 36 36 36 20 ?
26+ 38 38 38 22 ?
Totem druid wildshape abilities

Current bugs

Bonus stats characters get from taking the initial token are supposed to stack with what they have from the totem. Right now totem druids will not get additional +4 Dex in panther form.

"Yes, you should get +4 dex in panther form. I'm aware that there are some issues with properties copying across forms, which I haven't yet had a chance to investigate."Mithreas

Stats bonuses on items will override (not stack with) bonuses that totem druids get from their selection of totem. This issue is known and under investigation by developers. This occurs only in animal form; stats bonuses in original humanoid form work fine.

Wildshape merge of items for totem druids

Totem druids merge item and armour properties into their new form. All the items get merged onto one item, which means that properties of those items will not "stack". Only the highest bonuses will apply. For example:

  • Armor +1 dex and a ring that has +1 dex will provide only +1 DEX in Wildshape.
  • Armor +2 dex and a ring that has +1 dex will provide only +2 DEX in Wildshape.

Note that this is different than Wildshape merge for non-totem druids, which only merges the magical properties of armor, helmet and shield slots. Also note that the hands slot (gloves or gauntlets) are not merged. Due to the current bug that merged abilities override the totem bonus, this would be a good place to put these abilities so they can affect your character in human form but not hurt them in totem form.

Unfortunately, all bonus spell slots gained from items are "emptied" by transformation of druid into wildshape.

Totem druids don't merge weapons by design, for balance reasons. Since a wildshaper has a high natural Strength they will do significant amounts of damage anyway, so allowing (say) masterly damask to stack would have been unbalancing, and would have encouraged druids to use metal weapons.

AC bonuses do not stack in wildshaping or totem shaping. No matter the source of the AC bonus (shield, armor, ring, boots or amulets) all armor types become deflection. This means while a humanoid shape may have a +10 AC bonus from 5 different +2 ac sources in human form, shifted they would only have a +2 AC added as a deflection bonus regardless of being a Totem or a Druid.

Available totem animals

NB: All boons correct at time of writing. Boons may be changed at any time at the discretion of the development team.

  • Wolf (predator): +2 str, +2 dex, +2 spot, +2 hide, +2 move silently
  • Panther (sneak): +4 dex, +4 hide, +4 move silently
  • Spider (cunning): +2 int, immunity: poison, immunity: paralysis
  • Parrot (beauty): +4 cha, +8 perform
  • Eagle (nobility): +2 cha, +12 spot
  • Bear (brawn): +4 str, +4 con
  • Raven (lore): +2 int, +8 listen, +10 lore (character creation menu says +4 wis in-game but that is not correct)
  • Bat (mystery): +12 listen, Amplify 5 uses/day (character creation menu says true seeing in-game but that is not correct)
  • Rat (creativity): +4 int, immunity: disease
  • Snake (grace): +2 dex, +2 cha, immunity: disease, immunity: poison

While mental stat bonuses (wisdom, intelligence, charisma) are 'hard' bonuses, physical stat bonuses (strength, dexterity, constitution) are applied as 'soft' bonuses, which means

  • they apply when wildshaped as well as in human/elf/etc form
  • they count toward the +12 cap
  • they do not count toward feat requirements.

Mechanical notes

  • Using -polymorph will start a 90 seconds cooldown timer before being available again. Take note that the polymorph can be reverted normally without the need to use -polymorph to undo it.
  • Due to the models used, polymorphed characters will move slightly slower than usual.
  • A polymorphed character doesn't have a creature weapon; it attacks unarmed. This also means that they will benefit from all unarmed feats, such as Stunning Fist, and monk UBAB. While they are polymorphed, they gain the feat Improved Unarmed Attack, so this means they never cause Attacks of Opportunity when attacking at melee.
  • The AC granted by the polymorph is Dodge. Dodge AC will not be retained if the character is caught flatfooted, and will cap at 20. The extra Dodge AC granted by a level 26+ form will not be used unless the Dodge AC of the character is lowered, by means such as Curse Song.
  • A character that leaves the polymorph in a critical amount of health will not die by constitution reduction, but remain in 1 HP.
  • You may still make use of active feats and talents while polymorphed, such as Taunt, Power Attack, and spell-like abilities, such as Haste from Blinding Speed.
  • Monk AC Bonus is removed while polymorphed.
  • Epic Spells CANNOT be cast while polymorphed.

Roleplay Tips

Complete Nature Deity List

In Forgotten Realms, Druids receive spells and abilities only from Nature Deities. This requirement is valid on Arelith, Druids are forced to pick a Nature aspect deity in order to cast spells. This is due to Faerun lore stating that natural classes need to draw their powers from nature. Dogma of all these Deities is closely tied to nature.

Although there are many nature dieties in the Forgotten Realms, not all of them are available on Arelith. Like other divine classes, it is permitted to Role Play worshipping by using another Forgotten Realms Diety or power close to the chosen Diety. Here is a list of the Deities that are considered Nature deities in Arelith. Confirmed Nature Deity List

Druids are charged with maintaining the balance of nature, making sure the determination of most intelligent races to conquer nature is never fully realized (especially since to accomplish this would be ultimately self-destructive). Druids make sure that forests are not over-logged, or that animals are not over-hunted. In many places local rural people confer with druids before clearing land for farming, or allow their regulations for hunting and fishing to be determined by druids.

Druids do not have traditional temples. Instead they gather in sacred groves, or sites of beauty in nature, or among collections of stone which mark places of significance on this plane. Druids typically avoid staying too long within the walls of a town or in any congested urban area. They revere and worship nature, but also understand that it is to be used, so they are not against hunting or logging or fishing, just the wanton depletion of those resources by civilization.

Druids tend to try to live simple lives uncomplicated by technology or involvement in the politics of men, except of course when it cannot be avoided. Since the vast majority of druids are neutral in alignment, the stereotype of the dispassionate and aloof druid is a common view among most people. However, a lawful druid may sent by his circle to serve as a game warden, or a good druid may live near a village to protect its citizens and give them firsthand guidance.

Typically, druids treat their animal companion as a friend with freewill to come and go as they please. They try not to send the creature to certain death, or make it stay in places where it would feel uncomfortable. Evil druids, however, sometimes see this companion as a tool sent by the god to do their will, as thus are less compassionate, seeing themselves as the alpha animal in the group.

Basic Rules

Druids access a set of divine powers that are granted by one or several gods of nature, or if they so choose, Toril and nature itself.

A druid disdains the use of large metal weapons that are heavily worked or cover their body. Metal is a naturally occurring substance as any other, in being reworked it is disrupting the natural function of metal and as a result of this they instead prefer only using small shards. Because of this, using metal will cause a penalty in their divine abilities in many settings (which is not mechanically enforced on Arelith). However, simply touching metal does not destroy a druids gift - it's the choice to wear and use it. Sickles, kamas, daggers, spears, and many other types of weapons are traditional to the druid way of life. Some extremists attempt to eschew them totally, using Ironwood, bone, and stone. However these tend to be tribal druids from less civilized areas and backgrounds. Leaning against a lamppost wouldn't lessen a druids power, nor would using a skillet or cook pot. Wearing an iron helmet would. *Note that some nature deities disregard this rule and allow their worshipers to wear metal, notably, Mielliki*

Any druid that acts against the cycle of nature will be either punished by a high council of druids, or be stripped of their title and druidic connections and abilities.

If a Druid multiclasses, they are still bound by oath to use the same weapons they had proficiency via their druid levels. (This is a very good RP option, but not enforced on Arelith.)

An evil druid has no respect for life in general, but will instead seek to uphold the natural balance ruthlessly. Evil druids are devout adherents to the ways of Nature; they are not "Anti-druids". Evil druids zealously follow the teachings of the oaths and the word of the higher druids to the point that they will even kill other druids they feel are soft on the fundamentals, and could be closely related to modern religious fundamentalists in their actions. They will use Nature to carry out their goals with little regard for the lives of the creatures they use, yet they are not wasteful of their resources.

Druids seek to put an end to the living dead as they see this as a being that has no place in the pattern of life, and serves no function there. It is an aberration to the cycle which can sometimes be produced by natural means, yet still has no place in nature and should be done away with. A druid looks at a bird and sees it's functions in the environment around it, how everything it does effects a chain of life. The undead have no ties to this cycle and are therefor the opposites of what druid strive to achieve.

Druids are tied to the planes in some ways and understand the elemental realms better than most others that dwell on the prime. The spells they use are drawn from the elemental planes, and they can summon elementals to their aid or even change into one as they progress in ability. They do this with care and caution, knowing that to bring an elemental being away from it's home plane is to inflict instant pain and anguish upon it and in many cases render it insane from the experience. They also know that the prime is composed of all of the elemental planes and aspire to maintain the balance of these. For this reason, they do not agree with non-natives resiging on the prime as they do not fit into that life cycle, and most will not actively seek to hunt out anything non-native.

Many Druids tend not to believe in "Good" and "Evil" but rather see things as "shades of grey"; with labels being irrelevant. The most important thing to them is the balance of Nature and maintaining it.

Gray Druid

The rare gray druids inhabit and tend the shadowy realms of the hidden life that exists without sunlight - fungi, molds, and slimes - and the nocturnal creatures that dwell in lightless, subterranean realms. Gray druids are more closely associated with the earth than with other elements of nature. While many live in underground caves or ruins, they are found any place fungal life grows abundantly, either above or below ground.

Gray druids tend to oppose dungeon delvers, especially dwarves who they believe defile and exploit the underground environment. They have very good relations with deep gnomes and passable relations with drow, who they feel show more appreciation of the beauty of the underdark more than most dwarves or men.

But the gray druid doesn't always oppose surface dwellers. Suppose a maze of caverns has developed a complex ecology; fungi, slimes, rust monsters, subterranean lizards, purple worms, and so on. Then an evil wizard and his ogres move in and begin 'clearing' the caverns, destroying the monsters in preparation to establish an underground stronghold. In this situation, the gray druid might recruit a party of adventurers or other aid in order to save the local ecology from destruction. - The Complete Druid's Handbook By David Pulver

Totemic Druid

The Totemic Druid closely identifies with a particular species of mammal, reptile, or bird. While a typical Totemic Druid stops short of worshiping his totem animal, he believes that particular animal represents his spirit. Totemic Druids tend to adopt characteristics associated with their totem animal. They feel especially protective of their totem animal in the wild and want to befriend the creatures. A Totemic Druid acts to promote the interests of the totem species and its individual members.

Even if his totem is traditional prey, a Totemic Druid never hunts the animal himself, nor does he eat its meat. While he usually does not try to ban hunting of his totem (except in the case of endangered species), he opposes cruel or wasteful hunting practices. - The Complete Druid's handbook By David Pulver

Blighters

Roleplay of Blighters or "forest destroying" druids is not allowed on Arelith without the 5% roll. Blighters are basically the "anti-druid." Instead of getting their powers from nature (as a gift, so to speak), they steal them, causing a lot of negative effects for the forest.

Note: Major Awards (5% roll) no longer allow custom requests. As of 23/08/2020 that would include a custom Blighter.

Lythari

Lythari are good-aligned lycanthropic wolves with no hybrid form and who are companionable in animal form. A druid with a wolf totem is a druid with a wolf totem, not a Lythari. There is no mechanical support for Lythari, and thus this is not a valid character concept.

There are ways in game that one could become a werewolf (and ways to subsequently cure it), but werewolves are extremely vicious and cannot be played as though they were Lythari.

The only possible way to play a Lythari is, as with all other unsupported concepts, by taking a 5% roll and having the concept approved by the current Admin Team.

Note: Major Awards (5% roll) no longer allow custom requests. As of 23/08/2020 that would include a custom Lythari.

External Links

Animal companions on NWNWiki
Information about default NWN class are available on NWNWiki.