Shadow druids: should they be a kit, or merely an informal association?
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A Druid that protects caverns and other dark places from intruders and light. Knowing the secrets of the fungi that grow there and poison abilities and keeping such information secret.
Being a NE God, N characters would be able to worship her, and she in return could grant special favours with the shadow weave.
Burning Hands, Web, Carrion Summons (as a level 3 spell), Ice Storm, Wyvern Call (as a level 5 spell), and Shadow Door (as a level 6 spell)
(these are just fairly tame suggestions, there may be more thematic spells to pick as well that would be more effective)
By PnP (The Complete Druid's Handbook) the Shadow Druid is just a Circle an is made of druids from several kits and branches.
So a druid character may have a branch, a kit, a Circle and a Grove. The scenario establishes some limits (a Grove is controlled by a Circle, not every Circle accepts every kit or has a Grove in every branch).
The way PnP treats kits is very different to the way IE treats them. In PnP, the kit has more roleplay/social emphasis than a powergaming one; just check how many kits have as feature bonuses or penalties to reaction rolls and pretty much nothing else.
As an example, accordingly to PnP, nothing that DoF does would be actual kits. So yeah, don't let PnP restrain you from doing your gig, I'll know the result will be awesome (but somehow heretic to a PnP purist like me )
I could put that inside DoF but would be beyond that mod's scope and it is already huge as it is.
Anyway, I'm looking forward to see the results of your work.
Don't let the "you've never left Candlekeep" restrain you, otherwise tons of kits and classes wouldn't be possible. You never left Candlekeep, but you are a Priest of Talos. You never left Candlekeep, but you are a Barbarian. You never left Candlekeep, but you are a Druid. You never left Candlekeep, but you are a Bounty Hunter. You never left Candlekeep, but you are a Ranger. And the list goes on.
Some of those can be poorly justified, but the vast majority can't be justified at all. That's why I've decide to not give a damn about this "You never left Candlekeep" and that's one of the reasons that IWD is a better game than BG IMO.
To me, the Shadow Druid circle focuses on the not-so-nice aspects of nature. My first reaction would to kind of give them focus in stealthy abilities: camouflage, stalking and backstabbing. Something like a thief/druid with an primeval touch to it.
Another possibility would be to give them mind-affecting sound attacks to mimic apex predator roars. I'd imagine fear, horror, confusion, and maybe even paralysis and death (yes, fear can kill you) related spell-like abilities could make it a worthwhile kit to have.
The ones you meet seem to be pretty in your face about it. Heck, if I recall one of them sees Jaheira, recognizes her to be a member of Seniyad's opposing faction of druids, and attacks her in broad daylight while loudly announcing their intentions.
They keep a low profile because part of their MO is to infiltrate in a Circle and undermine it from within with misinformation and intrigues.
Actually, they are less prone to an open battle than other Circles. Well, in my PoV at least.
of the listed nine spells, the ones that don't seem druidy to me are:
- shadow monsters
- shades
- phantom blade
Are you interested in feedback about the forms you've picked for the Avenger?
yeah. your shadow druid idea seems good.
I would change them for some fearsome animal (maybe following something like NWN's Dire Badger -> Dire Boar -> Dire Wolf -> Dire Bear -> Dire Tiger) or even an elemental form (as Nature itself got pissed of) nerfed if needed.
At the level the Avenger would be able to summon elemental X he/she may turn into elemental X.