DaTedinator
2009-12-15, 10:31 PM
A'ight, this was originally just a fun idea that eventually took up way too much time. I'd love to come up with a few more invocations, but for now I'm just glad it's finished enough to post. :smalltongue:
DRUID
Game Rule Information
Abilities: Which abilities are important is a much more flexible question for a Druid than most classes, as she can choose exactly that at first level. Other than that, Dexterity can be important due to a relative lack of good armor, and Constitution is always helpful.
Alignment: Any Neutral.
Hit Die: d8.
Table: The Druid
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Invocations
1st|+0|+2|+2|+0|Elemental blast (1d6), invocations (least), mark of the wild, natural boon|
1
2nd|+1|+3|+3|+0|Mark of the wild|
2
3rd|+2|+3|+3|+1|Elemental blast (2d6)|
2
4th|+3|+4|+4|+1|Natural boon|
3
5th|+3|+4|+4|+1|Elemental blast (3d6)|
3
6th|+4|+5|+5|+2|Invocations (lesser), mark of the wild|
4
7th|+5|+5|+5|+2|Elemental blast (4d6)|
4
8th|+6/+1|+6|+6|+2|Natural boon|
5
9th|+6/+1|+6|+6|+3|Elemental blast (5d6)|
5
10th|+7/+2|+7|+7|+3|Mark of the wild|
6
11th|+8/+3|+7|+7|+3|Elemental blast (6d6), invocations (greater)|
7
12th|+9/+4|+8|+8|+4|Natural boon|
7
13th|+9/+4|+8|+8|+4|Elemental blast (7d6)|
8
14th|+10/+5|+9|+9|+4|Mark of the wild|
8
15th|+11/+6/+1|+9|+9|+5|Elemental blast (8d6)|
9
16th|+12/+7/+2|+10|+10|+5|Invocations (primal), natural boon|
10
17th|+12/+7/+2|+10|+10|+5|Elemental blast (9d6)|
10
18th|+13/+8/+3|+11|+11|+6|Mark of the wild|
11
19th|+14/+9/+4|+11|+11|+6|Elemental blast (10d6)|
11
20th|+15/+10/+5|+12|+12|+6|Avatar|
12
[/table]
Class Skills: The druid’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int) x 4.
Skill Points at Each Additional Level: 4 + Int.
Class Features
All of the following are class features of the druid class.
Weapon and Armour Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume.
They are also proficient with all Light and Medium armors, though Shapeshifting in some armors can have some difficulties.
Elemental Blast (Sp): As a standard action, a druid may fire off an elemental blast that deals 1d6 damage if it hits, plus 1d6 more for every odd druid level (2d6 at 3rd, 3d6 at 5th, etc.). This a blast made up of purely elemental energy; however, it is made up entirely of the weakest parts of the elements, and thus is subject to the strongest of the target’s elemental resistances (i.e., if the target has Cold Resistance 5, it reduces the damage taken by 5; if the target has Fire Resistance 5 and Electricity Resistance 10, it reduces the damage by 10; and if the target has any elemental immunity, it takes no damage). It requires a ranged touch attack to hit, and has a range of 60 plus (10 times her Charisma modifier) feet.
A druid's elemental blast has an effective spell level of 1st. Unlike most spell-like abilities, a druid's elemental blast ignores spell resistance.
Invocations: A druid does not prepare or cast spells as other wielders of divine magic do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as invocations that require her to focus the primal energy that suffuses her soul. A druid can use any invocation she knows at will. Her caster level is equal to her class level, and she is considered a Divine caster (for the purposes of feat and prestige class requirements).
The save DC for an invocation that allows a save is 10 + the equivalent spell level + the druid's key ability modifier (see Mark of the Wild). It is also worth noting here that any supernatural or extraordinary ability the druid gains from this class that grants a save has a DC of 10 + half the druid's class level + the druid's key ability modifier.
At first level a druid only has access to least invocations, but every five levels, she gains access to the next tier of invocations: lesser at sixth level, greater at eleventh, and primal at sixteenth. At every druid level gained, the druid may swap one invocation she already knows with another invocation of the same or lower grade.
Mark of the Wild (Ex): As a druid’s connection to nature begins to establish itself, she gains traits distinguishing herself as one of nature's chosen ones. At first level she either chooses to exemplify the primal building blocks of nature, and picks a favored element, or else chooses an environment she favors above the others; this determines what ability score modifies her invocations and other class abilities (referred to as her "key ability score"). Her connection grows to provide benefits at second level, and improves every four levels thereafter.
Elements:- Air (Wisdom)With the gift of air, you slowly learn how to take to the skies; once you've mastered flight, you begin learning how to channel the wind's fury.
At second level, you may, as a swift action, cause translucent wings to appear on your back that allow you to glide; these wings last until you dismiss them, a free action performable only on your turn. You may glide forward 20 feet for every five feet you descend. Your effective flying speed while gliding is 40 feet with average maneuverability, though you obviously cannot rise.
Once you reach sixth level, you may fly for a number of minutes equal to your Druid level, with a speed of 40 feet and average maneuverability. You may still glide when not flying, of course, and by alternating between flight and gliding can still cover great distance.
At tenth level, you may fly for an unlimited duration each day.
At fourteenth level, your fly speed increases to 60' with good maneuverability, and you may cast Control Winds and Gust of Wind as supernatural abilities at will.
At eighteenth level, your fly speed increases to 100' with perfect maneuverability, and you gain the Whirlwind ability of a huge air elemental, with a save DC of (10 + 1/2 your class level + your Wisdom Modifier). You may cast Control Winds and Gust of Wind as extraordinary abilities at will.
- Earth (Constitution)With the gift of earth, you slowly learn how to burrow within your chosen environment. Once you've mastered travel through earth, you begin the learn how to adjust the terrain to your will.
At second level, you gain a burrow speed of half your land speed.
At sixth level, your burrow speed increases to your land speed.
At tenth level, you gain the Earth Glide ability of an earth elemental.
At fourteenth level, you may use Move Earth, Stone Shape, and Wall of Stone as at will supernatural abilities, with the exception that the casting time for each is one minute.
At eighteenth level, you may use Move Earth, Stone Shape, and Wall of Stone as at will extraordinary abilities; the casting time for each is one standard action.
- Fire (Charisma)With the gift of fire, you slowly learn to gain the speed of a wildfire. Once you've mastered fire's speed, you begin learning how to create and control it at will.
Your land speed increases by 10', and you gain the feat Run. If you already have Run from some other source, you gain a bonus feat that you meet the prerequisites for.
At sixth level, your land speed increases by another 20', your run speed increases to x6 and you may make one turn of up to 90 degrees when you run, and you gain the feat Mobility without needing to meet the prerequisites. If you already have Mobility from some other source, you gain a bonus feat that you meet the prerequisites for.
At tenth level, your land speed increases by another 30', your run speed increases to x7, and you do not suffer attacks of opportunity for leaving threatened squares when running.
At fourteenth level, your run speed increases to x8, and you may use Burning Hands, Continual Flame, Produce Flame, and Wall of Fire as at will supernatural abilities, with the exception that the casting time for Burning Hands and Produce Flame is one swift action.
At eighteenth level, your run speed increases to x10, and you may use Burning Hands, Continual Flame, Produce Flame, and Wall of Fire as at will extraordinary abilities, with the exception that the casting time for Burning Hands, Continual Flame, and Produce Flame is one swift action, and once per minute you may make one of your Walls of Fire permanent.
- Water (Strength)With the gift of water, you slowly learn to maneuver in your chosen element. Once you've mastered swimming, you begin to learn how to manipulate water to great effect.
At second level you gain a swim speed equal to 10' less than your land speed, and you may hold your breath for a number of minutes equal to your Constitution score.
At sixth level, your swim speed increases to your land speed, you take no penalties for attacking underwater, and you may hold your breath for a number of minutes equal to 10 times your Constitution score.
At tenth level your swim speed increases to twice your land speed, and you become completely amphibious, breathing water as well as you breathe air.
At fourteenth level you gain the Drench ability of Water Elementals, and you may use Control Water and Create Water as at will supernatural abilities, with the exception that the casting time for Create Water is one swift action.
At eighteenth level you gain the Vortex ability of a huge water elemental, with a save DC of (10 + 1/2 your class level + your Strength modifier), and you may use Control Water and Create Water as at will extraordinary abilities, with the exception that the casting time for Create Water is one swift action, and the amount of water affected or created by both is multiplied by 5. Note that for Control Water, thus just affects the area, not the amount the water can be raised or lowered.
Home Environment: - Desert (Constitution)Your connection with the desert allows you to keep going despite all odds. Once you've mastered endurance, your connection with the terrain most known for its mirages gives you the power to confuse a viewer.
At second level, you are immune to fatigue, and any effect that would cause you to become exhausted instead causes you to become fatigued. You also gain the feat Endurance.
At sixth level, the bonus from Endurance increases to +10, you gain a +4 bonus on saves against nonmagical fire and cold damage, and you no longer need to eat or drink.
At tenth level, you are immune to exhaustion, and you gain a +4 bonus on saves against magical fire and cold damage, and you gain fire and cold resistance equal to your Constitution bonus (if any; if you already have fire and/or cold resistance, it instead increases by an equivalent amount).
At fourteenth level, you may use Invisibility, Invisibility Sphere, Major Image and Mirage Arcana as at-will supernatural abilities, with the exception that the duration for Mirage Arcana is Concentration + one minute.
At eighteenth level, you may use Invisibility, Invisibility Sphere, Major Image and Mirage Arcana as at-will extraordinary abilities; Mirage Arcana has its standard duration. In addition, your cold and fire resistance increases by an amount equal to Constitution modifier.
- Forest (Dexterity)Your connection with the woods give you great proficiency with ambushes, particularly ranged ones. Once you've mastered attacking from hiding, you gain an deep connection with the trees and other plants.
At second level you get a +4 bonus to Hide checks and +1d6 Sudden Strike. You also gain proficiency with all simple ranged weapons.
At sixth level, your bonus to Hide checks improves to +6, and your Sudden Strike improves to +2d6. You also gain proficiency with all martial ranged weapons.
At tenth level, your bonus to Hide checks improves to +10, you gain a +10 bonus on Sniping check as described in the Hide skill, and your Sudden Strike improves to +3d6. You also gain proficiency with all exotic ranged weapons.
At fourteenth level, your Sudden Strike improves to +4d6, and you may use Liveoak, Tree Shape, Tree Stride, Warp Wood, and Wood Shape as at will supernatural abilities, with the exception that the casting time for each is one swift action. Your caster level is your class level.
At eighteenth level, your Sudden Strike improves to +5d6, and you may use Liveoak, Tree Shape, Tree Stride, Warp Wood, and Wood Shape as at will extraordinary abilities, with the exception that the casting time for each is one swift action. In addition, you never fail when making moving parts with Wood Shape, and can make as fine detail as you like.
- Mountains (Strength)Your connection to the mountains allows you the maneuver them with ease. Once you've mastered climbing, you gain a deep connection to the stone beneath your feet, and the sky so close above.
At second level, you gain a climb speed equal to half your land speed, and you gain a +4 bonus on Balance, Jump and Tumble checks.
At sixth level, your bonus on Balance, Jump and Tumble checks improves to +6, and you no longer suffer falling damage so long as a wall is within arm's reach during at least the second half of the fall.
At tenth level, your bonus on Balance, Jump and Tumble checks improves to +10, you may make jump checks without a running start, your climb speed equals your land speed, and you gain a glide speed equal to half your land speed with average maneuverability. For more description of gliding, see the description above in the Air Element.
At fourteenth level, you may use Soften Earth and Stone, Spike Stones, Stone Shape, Transmute Mud to Rock, Transmute Rock to Mud, and Wall of Stone as at will supernatural abilities, with the exception that the casting time for Wall of Stone is one minute.
At eighteenth level, you may use Soften Earth and Stone, Spike Stones, Stone Shape, Transmute Mud to Rock, Transmute Rock to Mud, and Wall of Stone as at will extraordinary abilities. The casting time for Wall of Stone is as standard.
- Urban (Intelligence)Unlike most druids, you feel more at home in the slums and high rises than swamps and treetops. Once you've mastered urban life and communication, you learn to move and manipulate the humanoids who create cities.
It's worth noting that many urban druids take advantage of many of the alternate class features here (http://www.wizards.com/default.asp?x=dnd/we/20070228a), particularly Skilled City-Dweller.
At second level, you may add your Intelligence modifier instead of your Constitution modifier (if higher) to Fortitude saves against non-magical poisons and diseases, you gain Urban Tracking (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#urbanTracking) as a bonus feat, and you may add your Intelligence modifier (in addition to your Charisma modifier) to Gather Information checks. You need not pay double for cross-class skills when leveling up in Druid, and you gain five bonus skill points that must be spent immediately.
At sixth level, you may add your Intelligence modifier instead of your Constitution modifier (if higher) to Fortitude saves against all non-magical effects, and any class feature or invocation that affects animals may also affect humanoids, and any class feature or invocation that affects magical beasts, fey, and/or elementals may also affect constructs. If you have Natural Empathy, you use Gather Information instead of Handle Animal for checks against humanoids and constructs. You gain five bonus skill points that must be spent immediately.
At tenth level, you may add your Intelligence modifier instead of your Constitution modifier (if higher) to Fortitude saves, and you may add your Intelligence bonus (if any) to all Sense Motive checks. You may shapeshift in metal armor with no penalty. You are treated as having at least your Intelligence modifier's worth of ranks in any skill (if that would be higher than your actual ranks) for the purposes of making skill checks, and trained-only skills only (you cannot qualify for feats, prestige classes, or anything else with these simulated ranks). You gain five bonus skill points that must be spent immediately.
At fourteenth level, you may use Charm Person, Fabricate, Hold Person, and Illusory Wall as at will supernatural abilities. You gain five bonus skill points that must be spent immediately.
At eighteenth level, you may use Charm Person, Fabricate, Hold Person, and Illusory Wall as at will extraordinary abilities. You gain five bonus skill points that must be spent immediately.
Natural Boon (Ex): A druid's bond with natural grants her tangible benefits. At first level and every level divisible by four, she may choose one ability off of the following list.
Natural Boon Choices:Animal Companion: The druid gains the Wild Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a) feat. If she already has or later gains the feat, her Wild Cohort is instead upgraded to an Animal Companion (http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion), based on her character level.
Eyes of the Moon: The druid can see perfectly in all natural darkness, so long as she is outside.
Natural Empathy: The druid may make Diplomacy checks against animals, but using the Handle Animal skill instead of Diplomacy. She may also influence Magical Beasts who do not speak a language, but she takes a penalty to the check equal to twice the Magical Beast's Intelligence score. This ability counts as Wild Empathy for the purposes of prerequisites and the like.
Nature Sense: The druid gains a bonus to Knowledge (nature) and Survival checks equal to half her class level (round up).
Photosynthetic Skin: The druid’s skin processes the energy of the sun and turns it into energy and protection. An hour’s exposure to sunlight replaces her need for food, and whenever she’s in direct sunlight she gains fast healing equal to 1 + 1/5 her class level.
Resist Nature’s Lure: The druid gains a bonus on saving throws against the supernatural and spell-like abilities of fey, and a bonus to armor class against attacks by fey, equal to 1 + 1/4 her class level. However, fey creatures will tend to treat her without any more respect than they would grant to anyone else, despite her connection to nature.
Requires non-good, non-evil alignment.
Seelie Gift: The druid’s connection with the Seelie fey grants her DR (1 + 1/4 her druid level)/Cold Iron. However, she becomes unable to willingly wield, or even carry, anything made out of cold iron.
Requires good alignment.
A Thousand Faces: The druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.
Timeless Body: The druid attains such a connection to nature, that her heart beats as the heart of the forest, and her blood flows as sap. She effectively no longer ages, and is immune to bleeding effects.
Trackless Step: The druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Unseelie Gift: The druid’s connection with the Unseelie fey grants her enhanced power when shapeshifting. Whenever using a shapeshift invocation, her natural attacks gain an enhancement bonus equal to 1/4 her class level (round down). However, her shapeshift forms always have a distinguishing mark (uniquely colored fur, overwhelming beauty, vestigial wings, etc.), making it impossible for her to blend in as a normal creature.
Requires evil alignment.
Woodland Stride: The druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Avatar: At twentieth level, the Druid becomes a perfect representation of the natural world. Her type changes to either Elemental if her Mark of the Wild is an Elemental one, or Fey if not.
If she becomes an Elemental, she gains the subtype of her element, and immunity to electricity if Air, acid if Earth, fire if Fire, and cold if Water. She also gains resistance 15 against all other elements.
If she becomes a Fey, all her save DCs for anything gained by this class increase by +2. She also gains DR 15/Cold iron; if she has Seelie Gift, her DR is increased by an equivalent amount.
Unlike any other ability, the druid retains all traits gained from this ability other than type (subtype stays), even when shapeshifted.
DRUID
Game Rule Information
Abilities: Which abilities are important is a much more flexible question for a Druid than most classes, as she can choose exactly that at first level. Other than that, Dexterity can be important due to a relative lack of good armor, and Constitution is always helpful.
Alignment: Any Neutral.
Hit Die: d8.
Table: The Druid
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Invocations
1st|+0|+2|+2|+0|Elemental blast (1d6), invocations (least), mark of the wild, natural boon|
1
2nd|+1|+3|+3|+0|Mark of the wild|
2
3rd|+2|+3|+3|+1|Elemental blast (2d6)|
2
4th|+3|+4|+4|+1|Natural boon|
3
5th|+3|+4|+4|+1|Elemental blast (3d6)|
3
6th|+4|+5|+5|+2|Invocations (lesser), mark of the wild|
4
7th|+5|+5|+5|+2|Elemental blast (4d6)|
4
8th|+6/+1|+6|+6|+2|Natural boon|
5
9th|+6/+1|+6|+6|+3|Elemental blast (5d6)|
5
10th|+7/+2|+7|+7|+3|Mark of the wild|
6
11th|+8/+3|+7|+7|+3|Elemental blast (6d6), invocations (greater)|
7
12th|+9/+4|+8|+8|+4|Natural boon|
7
13th|+9/+4|+8|+8|+4|Elemental blast (7d6)|
8
14th|+10/+5|+9|+9|+4|Mark of the wild|
8
15th|+11/+6/+1|+9|+9|+5|Elemental blast (8d6)|
9
16th|+12/+7/+2|+10|+10|+5|Invocations (primal), natural boon|
10
17th|+12/+7/+2|+10|+10|+5|Elemental blast (9d6)|
10
18th|+13/+8/+3|+11|+11|+6|Mark of the wild|
11
19th|+14/+9/+4|+11|+11|+6|Elemental blast (10d6)|
11
20th|+15/+10/+5|+12|+12|+6|Avatar|
12
[/table]
Class Skills: The druid’s class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int) x 4.
Skill Points at Each Additional Level: 4 + Int.
Class Features
All of the following are class features of the druid class.
Weapon and Armour Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume.
They are also proficient with all Light and Medium armors, though Shapeshifting in some armors can have some difficulties.
Elemental Blast (Sp): As a standard action, a druid may fire off an elemental blast that deals 1d6 damage if it hits, plus 1d6 more for every odd druid level (2d6 at 3rd, 3d6 at 5th, etc.). This a blast made up of purely elemental energy; however, it is made up entirely of the weakest parts of the elements, and thus is subject to the strongest of the target’s elemental resistances (i.e., if the target has Cold Resistance 5, it reduces the damage taken by 5; if the target has Fire Resistance 5 and Electricity Resistance 10, it reduces the damage by 10; and if the target has any elemental immunity, it takes no damage). It requires a ranged touch attack to hit, and has a range of 60 plus (10 times her Charisma modifier) feet.
A druid's elemental blast has an effective spell level of 1st. Unlike most spell-like abilities, a druid's elemental blast ignores spell resistance.
Invocations: A druid does not prepare or cast spells as other wielders of divine magic do. Instead, she possesses a repertoire of attacks, defenses, and abilities known as invocations that require her to focus the primal energy that suffuses her soul. A druid can use any invocation she knows at will. Her caster level is equal to her class level, and she is considered a Divine caster (for the purposes of feat and prestige class requirements).
The save DC for an invocation that allows a save is 10 + the equivalent spell level + the druid's key ability modifier (see Mark of the Wild). It is also worth noting here that any supernatural or extraordinary ability the druid gains from this class that grants a save has a DC of 10 + half the druid's class level + the druid's key ability modifier.
At first level a druid only has access to least invocations, but every five levels, she gains access to the next tier of invocations: lesser at sixth level, greater at eleventh, and primal at sixteenth. At every druid level gained, the druid may swap one invocation she already knows with another invocation of the same or lower grade.
Mark of the Wild (Ex): As a druid’s connection to nature begins to establish itself, she gains traits distinguishing herself as one of nature's chosen ones. At first level she either chooses to exemplify the primal building blocks of nature, and picks a favored element, or else chooses an environment she favors above the others; this determines what ability score modifies her invocations and other class abilities (referred to as her "key ability score"). Her connection grows to provide benefits at second level, and improves every four levels thereafter.
Elements:- Air (Wisdom)With the gift of air, you slowly learn how to take to the skies; once you've mastered flight, you begin learning how to channel the wind's fury.
At second level, you may, as a swift action, cause translucent wings to appear on your back that allow you to glide; these wings last until you dismiss them, a free action performable only on your turn. You may glide forward 20 feet for every five feet you descend. Your effective flying speed while gliding is 40 feet with average maneuverability, though you obviously cannot rise.
Once you reach sixth level, you may fly for a number of minutes equal to your Druid level, with a speed of 40 feet and average maneuverability. You may still glide when not flying, of course, and by alternating between flight and gliding can still cover great distance.
At tenth level, you may fly for an unlimited duration each day.
At fourteenth level, your fly speed increases to 60' with good maneuverability, and you may cast Control Winds and Gust of Wind as supernatural abilities at will.
At eighteenth level, your fly speed increases to 100' with perfect maneuverability, and you gain the Whirlwind ability of a huge air elemental, with a save DC of (10 + 1/2 your class level + your Wisdom Modifier). You may cast Control Winds and Gust of Wind as extraordinary abilities at will.
- Earth (Constitution)With the gift of earth, you slowly learn how to burrow within your chosen environment. Once you've mastered travel through earth, you begin the learn how to adjust the terrain to your will.
At second level, you gain a burrow speed of half your land speed.
At sixth level, your burrow speed increases to your land speed.
At tenth level, you gain the Earth Glide ability of an earth elemental.
At fourteenth level, you may use Move Earth, Stone Shape, and Wall of Stone as at will supernatural abilities, with the exception that the casting time for each is one minute.
At eighteenth level, you may use Move Earth, Stone Shape, and Wall of Stone as at will extraordinary abilities; the casting time for each is one standard action.
- Fire (Charisma)With the gift of fire, you slowly learn to gain the speed of a wildfire. Once you've mastered fire's speed, you begin learning how to create and control it at will.
Your land speed increases by 10', and you gain the feat Run. If you already have Run from some other source, you gain a bonus feat that you meet the prerequisites for.
At sixth level, your land speed increases by another 20', your run speed increases to x6 and you may make one turn of up to 90 degrees when you run, and you gain the feat Mobility without needing to meet the prerequisites. If you already have Mobility from some other source, you gain a bonus feat that you meet the prerequisites for.
At tenth level, your land speed increases by another 30', your run speed increases to x7, and you do not suffer attacks of opportunity for leaving threatened squares when running.
At fourteenth level, your run speed increases to x8, and you may use Burning Hands, Continual Flame, Produce Flame, and Wall of Fire as at will supernatural abilities, with the exception that the casting time for Burning Hands and Produce Flame is one swift action.
At eighteenth level, your run speed increases to x10, and you may use Burning Hands, Continual Flame, Produce Flame, and Wall of Fire as at will extraordinary abilities, with the exception that the casting time for Burning Hands, Continual Flame, and Produce Flame is one swift action, and once per minute you may make one of your Walls of Fire permanent.
- Water (Strength)With the gift of water, you slowly learn to maneuver in your chosen element. Once you've mastered swimming, you begin to learn how to manipulate water to great effect.
At second level you gain a swim speed equal to 10' less than your land speed, and you may hold your breath for a number of minutes equal to your Constitution score.
At sixth level, your swim speed increases to your land speed, you take no penalties for attacking underwater, and you may hold your breath for a number of minutes equal to 10 times your Constitution score.
At tenth level your swim speed increases to twice your land speed, and you become completely amphibious, breathing water as well as you breathe air.
At fourteenth level you gain the Drench ability of Water Elementals, and you may use Control Water and Create Water as at will supernatural abilities, with the exception that the casting time for Create Water is one swift action.
At eighteenth level you gain the Vortex ability of a huge water elemental, with a save DC of (10 + 1/2 your class level + your Strength modifier), and you may use Control Water and Create Water as at will extraordinary abilities, with the exception that the casting time for Create Water is one swift action, and the amount of water affected or created by both is multiplied by 5. Note that for Control Water, thus just affects the area, not the amount the water can be raised or lowered.
Home Environment: - Desert (Constitution)Your connection with the desert allows you to keep going despite all odds. Once you've mastered endurance, your connection with the terrain most known for its mirages gives you the power to confuse a viewer.
At second level, you are immune to fatigue, and any effect that would cause you to become exhausted instead causes you to become fatigued. You also gain the feat Endurance.
At sixth level, the bonus from Endurance increases to +10, you gain a +4 bonus on saves against nonmagical fire and cold damage, and you no longer need to eat or drink.
At tenth level, you are immune to exhaustion, and you gain a +4 bonus on saves against magical fire and cold damage, and you gain fire and cold resistance equal to your Constitution bonus (if any; if you already have fire and/or cold resistance, it instead increases by an equivalent amount).
At fourteenth level, you may use Invisibility, Invisibility Sphere, Major Image and Mirage Arcana as at-will supernatural abilities, with the exception that the duration for Mirage Arcana is Concentration + one minute.
At eighteenth level, you may use Invisibility, Invisibility Sphere, Major Image and Mirage Arcana as at-will extraordinary abilities; Mirage Arcana has its standard duration. In addition, your cold and fire resistance increases by an amount equal to Constitution modifier.
- Forest (Dexterity)Your connection with the woods give you great proficiency with ambushes, particularly ranged ones. Once you've mastered attacking from hiding, you gain an deep connection with the trees and other plants.
At second level you get a +4 bonus to Hide checks and +1d6 Sudden Strike. You also gain proficiency with all simple ranged weapons.
At sixth level, your bonus to Hide checks improves to +6, and your Sudden Strike improves to +2d6. You also gain proficiency with all martial ranged weapons.
At tenth level, your bonus to Hide checks improves to +10, you gain a +10 bonus on Sniping check as described in the Hide skill, and your Sudden Strike improves to +3d6. You also gain proficiency with all exotic ranged weapons.
At fourteenth level, your Sudden Strike improves to +4d6, and you may use Liveoak, Tree Shape, Tree Stride, Warp Wood, and Wood Shape as at will supernatural abilities, with the exception that the casting time for each is one swift action. Your caster level is your class level.
At eighteenth level, your Sudden Strike improves to +5d6, and you may use Liveoak, Tree Shape, Tree Stride, Warp Wood, and Wood Shape as at will extraordinary abilities, with the exception that the casting time for each is one swift action. In addition, you never fail when making moving parts with Wood Shape, and can make as fine detail as you like.
- Mountains (Strength)Your connection to the mountains allows you the maneuver them with ease. Once you've mastered climbing, you gain a deep connection to the stone beneath your feet, and the sky so close above.
At second level, you gain a climb speed equal to half your land speed, and you gain a +4 bonus on Balance, Jump and Tumble checks.
At sixth level, your bonus on Balance, Jump and Tumble checks improves to +6, and you no longer suffer falling damage so long as a wall is within arm's reach during at least the second half of the fall.
At tenth level, your bonus on Balance, Jump and Tumble checks improves to +10, you may make jump checks without a running start, your climb speed equals your land speed, and you gain a glide speed equal to half your land speed with average maneuverability. For more description of gliding, see the description above in the Air Element.
At fourteenth level, you may use Soften Earth and Stone, Spike Stones, Stone Shape, Transmute Mud to Rock, Transmute Rock to Mud, and Wall of Stone as at will supernatural abilities, with the exception that the casting time for Wall of Stone is one minute.
At eighteenth level, you may use Soften Earth and Stone, Spike Stones, Stone Shape, Transmute Mud to Rock, Transmute Rock to Mud, and Wall of Stone as at will extraordinary abilities. The casting time for Wall of Stone is as standard.
- Urban (Intelligence)Unlike most druids, you feel more at home in the slums and high rises than swamps and treetops. Once you've mastered urban life and communication, you learn to move and manipulate the humanoids who create cities.
It's worth noting that many urban druids take advantage of many of the alternate class features here (http://www.wizards.com/default.asp?x=dnd/we/20070228a), particularly Skilled City-Dweller.
At second level, you may add your Intelligence modifier instead of your Constitution modifier (if higher) to Fortitude saves against non-magical poisons and diseases, you gain Urban Tracking (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#urbanTracking) as a bonus feat, and you may add your Intelligence modifier (in addition to your Charisma modifier) to Gather Information checks. You need not pay double for cross-class skills when leveling up in Druid, and you gain five bonus skill points that must be spent immediately.
At sixth level, you may add your Intelligence modifier instead of your Constitution modifier (if higher) to Fortitude saves against all non-magical effects, and any class feature or invocation that affects animals may also affect humanoids, and any class feature or invocation that affects magical beasts, fey, and/or elementals may also affect constructs. If you have Natural Empathy, you use Gather Information instead of Handle Animal for checks against humanoids and constructs. You gain five bonus skill points that must be spent immediately.
At tenth level, you may add your Intelligence modifier instead of your Constitution modifier (if higher) to Fortitude saves, and you may add your Intelligence bonus (if any) to all Sense Motive checks. You may shapeshift in metal armor with no penalty. You are treated as having at least your Intelligence modifier's worth of ranks in any skill (if that would be higher than your actual ranks) for the purposes of making skill checks, and trained-only skills only (you cannot qualify for feats, prestige classes, or anything else with these simulated ranks). You gain five bonus skill points that must be spent immediately.
At fourteenth level, you may use Charm Person, Fabricate, Hold Person, and Illusory Wall as at will supernatural abilities. You gain five bonus skill points that must be spent immediately.
At eighteenth level, you may use Charm Person, Fabricate, Hold Person, and Illusory Wall as at will extraordinary abilities. You gain five bonus skill points that must be spent immediately.
Natural Boon (Ex): A druid's bond with natural grants her tangible benefits. At first level and every level divisible by four, she may choose one ability off of the following list.
Natural Boon Choices:Animal Companion: The druid gains the Wild Cohort (http://www.wizards.com/default.asp?x=dnd/re/20031118a) feat. If she already has or later gains the feat, her Wild Cohort is instead upgraded to an Animal Companion (http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion), based on her character level.
Eyes of the Moon: The druid can see perfectly in all natural darkness, so long as she is outside.
Natural Empathy: The druid may make Diplomacy checks against animals, but using the Handle Animal skill instead of Diplomacy. She may also influence Magical Beasts who do not speak a language, but she takes a penalty to the check equal to twice the Magical Beast's Intelligence score. This ability counts as Wild Empathy for the purposes of prerequisites and the like.
Nature Sense: The druid gains a bonus to Knowledge (nature) and Survival checks equal to half her class level (round up).
Photosynthetic Skin: The druid’s skin processes the energy of the sun and turns it into energy and protection. An hour’s exposure to sunlight replaces her need for food, and whenever she’s in direct sunlight she gains fast healing equal to 1 + 1/5 her class level.
Resist Nature’s Lure: The druid gains a bonus on saving throws against the supernatural and spell-like abilities of fey, and a bonus to armor class against attacks by fey, equal to 1 + 1/4 her class level. However, fey creatures will tend to treat her without any more respect than they would grant to anyone else, despite her connection to nature.
Requires non-good, non-evil alignment.
Seelie Gift: The druid’s connection with the Seelie fey grants her DR (1 + 1/4 her druid level)/Cold Iron. However, she becomes unable to willingly wield, or even carry, anything made out of cold iron.
Requires good alignment.
A Thousand Faces: The druid gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.
Timeless Body: The druid attains such a connection to nature, that her heart beats as the heart of the forest, and her blood flows as sap. She effectively no longer ages, and is immune to bleeding effects.
Trackless Step: The druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Unseelie Gift: The druid’s connection with the Unseelie fey grants her enhanced power when shapeshifting. Whenever using a shapeshift invocation, her natural attacks gain an enhancement bonus equal to 1/4 her class level (round down). However, her shapeshift forms always have a distinguishing mark (uniquely colored fur, overwhelming beauty, vestigial wings, etc.), making it impossible for her to blend in as a normal creature.
Requires evil alignment.
Woodland Stride: The druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Avatar: At twentieth level, the Druid becomes a perfect representation of the natural world. Her type changes to either Elemental if her Mark of the Wild is an Elemental one, or Fey if not.
If she becomes an Elemental, she gains the subtype of her element, and immunity to electricity if Air, acid if Earth, fire if Fire, and cold if Water. She also gains resistance 15 against all other elements.
If she becomes a Fey, all her save DCs for anything gained by this class increase by +2. She also gains DR 15/Cold iron; if she has Seelie Gift, her DR is increased by an equivalent amount.
Unlike any other ability, the druid retains all traits gained from this ability other than type (subtype stays), even when shapeshifted.