PATHFINDER 2ND EDITION BEGINNER'S GUIDE: DRUIDS!

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howdy my name is no net and today I'll be showing off all of the features available to druids at first level character creation in Pathfinder second edition [Music] everybody knows druids the nature loving shape-shifting tree hugging spellcasters of the RPG world Pathfinder 2e has left the druid pretty much the same as most other systems and that's for the best the druid has always stood out as a different class from the others they are one of only two classes that can access the primal spell list the other being certain bloodlines of sorcerer and have multiple different orders to choose from that will differentiate them from other druids let's jump in and see what choices are available for first level druids druids can be almost anything a backline support a frontline fighter a mid range caster you name it a druid can fill the role so honestly almost every single skill could be useful depending on the type of druid being made wisdom is the key skill for their spell casting though so always invest at least a few points into it lore wise elves and gnomes are the most common druids but any ancestry could be effective as a druid depending on the role that they intend to perform like the ancestries almost any background can be effective for your druid but if you want to stick to roleplay backgrounds that fit your druid a bit better I'd recommend the bounty hunter emissary herbalist or Scout alongside their ability boosts from their ancestry and background all druids gain a boost to their wisdom as well as for free boosts of their choice listed on page 129 at the core rulebook druids begin with these proficiencies chop these down if you're making your character along with this video and feel free to pause if you need more time all druids gain access to primal spell casting as long as they can supply the material somatic and verbal components of a primal spell they can cast it most druids will also have a primal focus this is a symbol of their connection to nature such as a twig or sprig of Holly so long as the druid holds this symbol they do not need to supply material components for their spells at first level druids have access to all first level primal spells as well as every primal can trip however they can only prepare to first level spells per day and only five can trips per day ignore the mistake on the chart that claims they can only prepare for kin trips per day this was fixed in the core rulebook errata and the text above shows that they can prepare five all druids no matter what order they belong to share a list of common and nassima these are acts that if committed enough will force the druid to relinquish their powers and perform an atonement ritual similar to that of a cleric and like the cleric technically if the druid critically fails their atonement ritual they are cast out of nature completely and will never again be able to receive their primal juridic powers this is of course completely up to your GM whether it happens or not the anatomy that are shared between all druids prohibit the use of any metal armors or shields forbid the corruption of natural places and druids are forbidden from teaching the druidic language to non druids the juridic language is a secret tongue known only to druids and does not count against the druid starting languages all druids receive the shield block general feet giving them much more survivability in combat as well as the wild empathy ability wild empathy enables druids to use diplomacy on animals to make very simple requests or prove that they can trust you they cannot directly speak with animals this way but the animal will understand what the druid is trying to get across finally perhaps the biggest decision a druid must make it character creation is their order in the core rulebook there are four distinct juridic orders and each one gives a unique set of bonuses and abilities there are also specific feats at later levels that are locked behind each order such as the fourth level woodland stride being locked behind the leaf order each order also grants a unique order spells these are focused spells and all druids begin with a pool of one focus point a single focus point is expended each time a focus spell is cast and can be regenerated by communing with nature for ten minutes the druid also gains proficiency in a specific skill depending on which order they choose it is stated in the core rulebook that druids are capable of studying more than one order so if the opportunity presents itself within your campaign consider asking your GM if you'd be able to study with another druidic order for a time and gain access to that orders benefits as well as your own on top of all of this each order also has a unique additional and nassima that they must obey or lose their powers the animal order is for druids with a strong connection with the beasts of the wild it grants the animal companion druid feet trained proficiency in the athletics skill as well as the heal animal focus spell heal animal restores 1d8 hit points and can be cast using two actions to give it a 30-foot range as well as an additional eight hit points healed however it can only be cast on a willing animal target the animal companion feat works the same as all other animal companions and I'll be covering it in a future video at some point until then basics for gamers has a wonderful video on the subject that you should definitely check out tell them I sent you and give them a sub and a like for me any unnecessary cruelty towards animals is anathema to this juridic order the druid may defend themselves and kill for survival but killing for sports or entertainment is forbidden the leaf order Revere's nature and the flora that inhabits it they aid destroyed environments and tend to the gardens of nature druids of the leaf gained the Leschi familiar druid feet trained proficiency in diplomacy and the good berry order spell they also receive a bonus focus point to their focus pool increasing it to to the lush e familiar follows the rules of all other familiars though instead of being an animal it is a small plant elemental good berry unlike its D&D counterpart is a fairly tame but effective spell it imbues one berry with healing properties restoring 1d6 +4 hit points to the consumer every time the spell is heightened you can imbue an additional berry and if a creature consumes 6 berries they will gain the same nourishment as a square meal this means that just because you have a leaf druid doesn't mean you'll survive in the wild on this spell alone the anatomy of the leaf order is any needless destruction of plants unless needed for food a survival leaf druids must let nature thrive controlling the winds themselves are the storm druids they gain trained proficiency in acrobatics the Stormborn druid feet and the tempest surge focus spell they also gain an additional focus point increasing their focus pool to to the Stormborn feet grants the druid immunity to penalties while fighting in harsh weather they received no penalty to range spell attacks or perception checks caused by the weather and can even attack targets concealed by weather effects like fog with no issue the tempest surge focused spell encompasses a target with a personal storm of wind and lightning the target takes one d12 Electric damage and makes a basic reflex save if they fail they also become clumsy too and start taking persistent electric damage the purity of the air is what's important to this order so any kind of pollution of gallery' ins air or shifting of its climate is anathema to the order it is also the orders responsibility to punish those who commit these crimes against nature finally the wild order are savage and embody nature in its purest form they gained trained proficiency in intimidation the wild shaped druid feet and the wild more focused spell the wild shaped feet simply grants the druid a focused spell of the same name while they sound similar wild shape and wild morph are quite different spells starting with wild shape you can polymorph into a wide list of animals though at first level your choices are only cat lizard insect or rat your stats and abilities change according to these descriptions wild shape will gain new forms and choices as the druid levels up and obtains different feats but for level one these are the only options wild morph only polymorphs part of the Druids body rather than the whole thing at first level they can morph their hands into Klaus these Klaus grants an unarmed attack that deals 1d6 slashing damage with the agile and finesse traits meaning that these attacks can use your dexterity modifier for damage and take a smaller penalty for multiple attacks in one turn the druid can still hold items during wild morph but cannot attack with them wild morph also gains new choices and abilities as the druid gains new feats and levels but these claws are the only option they can use at first level wild order druids must never become civilized or rely on the temptations of society to survive they may make use of them for brief times but they cannot ever call these places home to do so would be in anathema against their order and that would be it if it weren't for you clever commenters down there you made an excellent point that I should still go over the other first level feats even though casters don't technically get access to them until second level this is because humans have an ancestry feat they can take which allows them to take an additional class feat at first level so these first level feats can still be taken by humans so let's check out the two other feats for druids that can only be acquired by human half elf and half orc druids at first level these two additional feats are meta magic feats and amplify or change spells that are cast this way the first is reach spell using one action you prepare to extend the range of the next spell you cast by 30 feet this also works for touch spells so spells that require a physical touch can be cast at a range using this feat the other meta magic feat is widen spell you use one action to manipulate the next spell you cast that has an area of effect if the spell has a burst of at least a ten-foot radius its radius is increased by 5 feet if the spell has a cone that is at least 15 feet long the cone grows 5 feet longer and if the spell is a straight line that is at least 15 feet long it gains an extra 10 feet of range remember that even though only Hugh can take these feats at level one any druid can take these feats at any level where they acquire a new feat and that is about it wow this was longer than I thought it would be hopefully I get it out on time now that I'm actually recording this it's not but more importantly I hope you all enjoyed it thanks so much for watching if you liked what you saw consider subscribing and ringing the bell to know exactly when these videos go live we are seriously on our way to the first big milestone of the channel 1,000 subscribers we just passed 400 subscribers the day before recording this and that kind of growth in less than two months is mind-blowing a sincere thank you to all of you who have enjoyed the content so far I definitely plan on doing something to celebrate a thousand subscribers once we get there but I'll keep that a secret for now I'm excited for it though until then I'm gonna keep pumping out these guides the spellbook videos and maybe some other types of videos as well who knows either way that's enough rambling for one end slate I have to go edit all of this now so until next time no NAT ones
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Channel: Nonat1s
Views: 18,688
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Keywords: pathfinder, 2e, 2nd, edition, character, creation, guide, proficiency, Pathfinder 2e, Pathfinder 2e Character Creation, Pathfinder 2e Basics, Pathfinder 2e Ancesty, Pathfinder 2e Skills, Pathfinder 2e Heritage, Pathfinder 2e Character Creation Basics, Easy to Follow, Pathfinder 2e Class, Pathfinder 2e Proficiency, Pathfinder 2nd Edition, Pathfinder Second Edition, Pathfinder Class Guide, Paizo, Pathfinder Beginner's Guide, 2e Druids, Pathfinder 2e Druids, 2e Druid basics
Id: 657PeAYy-5Q
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Length: 12min 19sec (739 seconds)
Published: Mon Jun 22 2020
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