There is no mechanical support for Lythari, and thus this is not a valid character concept. Druid spells are tied to wisdom, which determines what level of spell the Druid can cast, how many of each spell, and what the spell's DC will be. This form has a defensive gas-type breath attack. Totemic Druids tend to adopt characteristics associated with their totem animal. 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. Stats bonuses on items will override (not stack with) bonuses that totem druids get from their selection of totem. they do not count toward feat requirements. Suppose a maze of caverns has developed a complex ecology; fungi, slimes, rust monsters, subterranean lizards, purple worms, and so on. A comprehensive list of all official Druid spells for Fifth Edition. 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, Raven (lore): +2 int, +8 listen, +10 lore, 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, they apply when wildshaped as well as in human/elf/etc form. The Druid has incredibly good buffs to make their companions very strong additions to their combat strategy. The #Path: Totem Druid focuses on a specific shape. While in Dragonshape, monk wisdom AC is disabled. Druids are tied to the planes in some ways and understand the elemental realms better than most others that dwell on the prime. A polymorphed character doesn't have a creature weapon; it attacks unarmed. 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. All the items get merged onto one item, which means that properties of those items will not "stack". Blighters are basically the "anti-druid." NB: All boons correct at time of writing. For the spirit shaman, who also use the Druid spell list, wisdom modifier is used for determining the spell level available and how many per level, while charisma modifier is applied to the DC of the spell.
Only their shape and look will be that of totem animal.
Evil druids are devout adherents to the ways of Nature; they are not "Anti-druids". 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. Boons may be changed at any time at the discretion of the development team. Wearing an iron helmet would. In other words, at levels 24 and 28.
Even if his totem is traditional prey, a Totemic Druid never hunts the animal himself, nor does he eat its meat. The majority of this FAQ dealt with a pure druid build. The most important thing to them is the balance of Nature and maintaining it. A failed save results in -5 AB and 5% Spell Failure. While a typical Totemic Druid stops short of worshiping his totem animal, he believes that particular animal represents his spirit. But the gray druid doesn't always oppose surface dwellers. 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. Note: Major Awards (5% roll) no longer allow custom requests. Roleplay of Blighters or "forest destroying" druids is not allowed on Arelith without the 5% roll. 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. Swarms have a base attack bonus of +6 (with an additional to hit bonus based on the caster's Wisdom modifier x 2) and do 2d6 points of damage when they hit. Here is a list of the Deities that are considered Nature deities in Arelith. This occurs only in animal form; stats bonuses in original humanoid form work fine. Your wide area spells will be used to soften the enemy, and you will cast magic missile or Melf’s acid arrow to finish off enemies close to death. They also know that the prime is composed of all of the elemental planes and aspire to maintain the balance of these. Lythari are good-aligned lycanthropic wolves with no hybrid form and who are companionable in animal form. 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. Although there are many nature dieties in the Forgotten Realms, not all of them are available on Arelith. AC bonuses do not stack in wildshaping or totem shaping. Some extremists attempt to eschew them totally, using Ironwood, bone, and stone. This is reflected in the table above. Many Druids tend not to believe in "Good" and "Evil" but rather see things as "shades of grey"; with labels being irrelevant. For example: Note that this is different than Wildshape merge for non-totem druids, which only merges the magical properties of armor, helmet and shield slots. 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. Base mechanics can be found on NWNWiki.The #Roleplay Tips section provides suggestions for character development. Druid/spirit shaman spells are divine, so they are not affected by somatic spell failure caused by wearing heavier armors. Using -polymorph will start a 90 seconds cooldown timer before being available again. Because of this, using metal will cause a penalty in their divine abilities in many settings (which is not mechanically enforced on Arelith). Dodge AC will not be retained if the character is caught flatfooted, and will cap at 20. 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. 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.
A druid with a wolf totem is a druid with a wolf totem, not a Lythari. A Totemic Druid acts to promote the interests of the totem species and its individual members. Swarms last for three rounds before dissipating. Totem druids merge item and armour properties into their new form. 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. Note: Major Awards (5% roll) no longer allow custom requests. Dogma of all these Deities is closely tied to nature. 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. 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. Gray druids are more closely associated with the earth than with other elements of nature. Druid is a default base class with Arelith specific changes. 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. Only the highest bonuses will apply.
The #Path: Totem Druid focuses on a specific shape.
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. Finally, depending on the totem animal, the PC gains a boon that depends on the species of totem animal. Alignment restrictions: Any neutral (this includes neutral good and neutral evil), 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, 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, craft trap, heal, lore, parry, persuade, spellcraft, Unavailable feats: weapon specialization, weapon proficiency (exotic), weapon proficiency (martial), weapon proficiency (simple), 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. 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. 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. Category:Druid spells - NWN2Wiki, the Neverwinter Nights 2 wiki - Races, classes, skills, and more
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