
Druid Concept Class
Background information:
Druids are the masters and worshipers of nature, they pray to the trees and the animals for power or access to nature’s gifts. Most druids prefer to use weapons such as rods, but some druids, if forced to, will use a strange weapon called a sickle. Just like the weather and the power of animals can become a force of chaos, so does the druid become adjusted to the chaotic powers as well as gain control over the force of the weather.
Use in Battle:
Druids have several minor healing spells but that is only minimal, like a dervish trying to heal others using signet of pious light (very weak usually). Druid’s main bonus is their ability to enchant allies with the elements of nature, such as setting their weapon ablaze or toughening their skin against attacks.
New stuff:
Couldn’t think of much else but these that the druid could add into the game
New Weapon: Sick
Damage: piercing/blunt (split evenly between the two)
Specialty: +2 damage when used by a druid
New Armor: Studded Animal Skins
Armor: 10 to 70
Resistance: +20 armor vs. elemental and chaos damage
Specialty: receives 1% less damage overall
Pictures:
http://adrr.com/story/snake_stone_svga.jpg
http://www.exeter.gov.uk/autumnfesti...ales_image.jpg
http://lisa.siegenetwork.com/~elfgir...aura-smoke.jpg
(a druid female)
http://www.enworld.org/Pozas/Picture...uid_amazon.jpg
(a druid male)
http://www.wilsonsalmanac.com/images2/druid_sm.jpg
(a sickle)
www.piedmontwine.com/sip/sickle.jpg
Base Statistics:
Health: 100
Energy: 25
Starter Weapon: Sickle, 3-5 damage
Starter Armor: Studded Animal Skins, 10 armor
Special: While inside a druidic form, the character is unable to use or gain benefits from any non-druid skills.
Attributes:
Shift- Allows the druid to change his form, you can only use one form at a time and the effects do not stack.
Empathic Magic- invokes the power of nature to inflict damage on foes.
Storm Magic- Uses the power of the weather to induce a number of effects
Natural Power- (Primary Attribute) for every rank in this attribute, all your offensive druid spells deal 1% more damage.
Sample Skills:
Shift:
Lycanthropy- 5 energy 1/8 cast 74 recharge
(form) for 15...74 seconds, you assume the form of the werewolf, you deal +5...12 damage with attacks and gain +20...40 armor.
Feral Scent- 15 energy 24 recharge
(stance) you must be in a druidic form to use this stance. For 5...30 seconds, you attack 33% faster and gain +20...60 maximum health.
Golden Fox- 25 energy 2 cast 120 recharge
[elite form] for 15...60 seconds, you assume the form of a giant fox (same height as your character but in the shape of a fox). You deal +15...25 damage with attacks, gain +20...40 armor, and gain +20...120 maximum health.
Golden Strike- 5 energy 1/8 cast 12 recharge
(attack) must be in a druidic elite form to use this attack, strike for +20...40 slashing damage.
Elemental Form- 15 energy 1 cast 64 recharge
(form) take the form of a random elemental (earth, magma, ice) for 15....40 seconds, you deal +5...25 damage of that element and gain immunity to your element.
Feral Call- 5 energy 1 cast 24 recharge
(chant) all druidic allies in a form and in earshot deal +15...20 damage while in a form and gain +10...20 extra armor.
Scavenger- 5 energy 1/2 cast 0 recharge
(skill) while inside a druidic form, eat target touched corpse to heal yourself for 10...65 health and 5...10 energy. If used outside of a druidic form you lose 30...10 health but you gain +5...20% benefit next time you use a druidic form.
Feast of Blood- 5 energy 1/8 cast 24 recharge
(attack) this attack can only be used while in a druidic form. Attack 2...5 times in quick succession each attack dealing +1...15 more damage then the last. If target foe is bleeding you also steal 5...20 health with each attack.
Bloodlust- 15 energy 1 cast 36 recharge
[Elite enchantment spell] If target is not inside a druid form this enchantment does nothing, Target ally inside a druidic form gains +30...120 maximum health and deals +10...15 slashing damage for each bleeding foe in the area. This enchantment ends after 5...15 seconds.
Hunger- 15 energy 3 cast 48 recharge
(stance) this stance can only be used while inside a druidic form, for 5...15 seconds your attacks deal increasing amounts of damage. +1...5 added each attack (maximum +50).
Empathic Magic:
Energy Spin- 5 energy 1/8 cast 12 recharge
(Spell) all nearby enemies are knocked down and suffer 13…45 chaos damage.
Wolf Claws- 15 energy 1/2 cast 12 recharge
(spell) send out two claws at target foe each one strikes for 10...35 slashing damage.
Wrath of the Lion- 25 energy 1 cast 48 recharge
(spell) send out 2....24 lion fangs, each fang deals 2...5 piercing damage.
Animalistic Movements- 10 energy 5/4 cast 24 recharge
(Enchantment spell) for 20 seconds, you move 10% faster and have a 33% chance to evade attacks. When this stance ends, you and all nearby foes are struck for 5….20 chaos damage.
Yew Spirit- 5 energy 1 cast 24 recharge
(spell) calls upon the power of the yew tree to heal the druid for 10...45 health and damage all enemies in the area for 5...20 blunt damage.
Rat's Bite- 5 energy 1/8 cast 14 recharge
(spell) calls upon the power of the rats to inflict disease on a target foe for 5...20 seconds.
Energy Tear- 15 energy 1 cast 18 recharge
(Spell) target foe takes 20…95 chaos damage. If that foe has less health then you they also lose 5…25 energy.
Life Absorption- 25 energy 2 cast 64 recharge
(Hex spell) target foe suffers -8 health degeneration for 5…12 seconds which you gain as health regeneration.
Channel Health- 5 energy 5/4 cast 24 recharge
(Enchantment spell) you lose 100 health. Target other ally gains +1….10 health regeneration for 100…15 seconds.
Reserves- 5 energy 5/4 cast 12 recharge
(Spell) you lose 25%....5% maximum health. You gain 10…25 energy.
Channel Energy- 15 energy ¼ cast 3 recharge
(Spell) you lose all energy. Target other ally gains 25….100% of your maximum energy.
Storm Magic:
Hard Rain- 15 energy 1 cast 28 recharge
(Hex spell) foes in the area are hexed with Hard Rain for 3….20 seconds. While hexed with Hard Rain, foes suffer -1 health degeneration and take 33% more damage from lightning.
Lightning Sickle- 5 energy 1/2 cast 12 recharge
(Enchantment spell) calls lightning around your weapon, you suffer 30...10 lightning damage and your next 4...16 attacks strike for +5...15 lightning damage.
Windy Day- 10 energy ½ cast 48 recharge
(Enchantment spell) all allies are enchanted with Windy Day for 10…40 seconds. Allies enchanted with Windy Day have a 33% chance to dodge projectile attacks and all projectile spells have a 33% chance of missing.
Thunder- 5 energy 1 cast 94 recharge
(Hex spell) target foe is hexed with thunder for 30 seconds. While hexed, that foe suffers -2 health degeneration and takes twice as long to cast spells.
Dust Devil- 5 energy 1/8 cast 2 recharge
(Spell) target foe takes 5...20 cold damage and blinded for 3 seconds.
Lightning Storm- 25 energy 3 cast 64 recharge
(Spell) create a lightning storm at target foe’s location. Every 3 seconds, all foes in the area of the storm suffer 20…40 lightning damage and suffer from weakness for 15 seconds. This spell ends after 9 seconds.
Wind Surge- 10 energy 1/8 cast 48 recharge
[Elite Spell] target touched foe suffers 10…120 cold damage and is knocked down.
Natural Power:
Recharge- 5 energy 1 cast 24 recharge
[Elite enchantment spell] for 3…12 seconds, all druid spells you cast heal you for 10 health and grant you 5…15 energy.