Deepbluediver
2012-01-02, 09:55 AM
This is part of an ongoing project of mine to rebalance the 11 core classes so they are closer together in power level. I don't imagine that I can bring everything right down to the same level, but if I can get everything to be around tiers 2.5-3.5 I figure I'll be doing pretty good.
The largest part of this project will be reworking the basic system of magic, including rewriting a fair number of spells. This rebalance won't be complete until I get that finished, but that is a long term goal. For now, this is the basic outline of my new druid.
Major changes include: reworking the Wild Shape feature, removal of the animal companion, and changing certain feats, most prominently Natural Spell.
Druid
Alignment
Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Points Per Level
4+1d4
Class Skills
The druid’s class skills (and the key ability for each skill) are Concentration (Con), 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 modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
The Druid
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+2|
+0|
+2|First Wild Form, Wild Shape (2/day), nature sense, illiteracy|1
2nd|
+1|
+3|
+0|
+3|Woodland Stride |2|0
3rd|
+2|
+3|
+1|
+3|Bonus Wild Feat, Wild Empathy|2|1
4th|
+3|
+4|
+1|
+4|Wild Shape (3/day)|3|2|0
5th|
+3|
+4|
+1|
+4|Second Wild Form|3|2|1
6th|
+4|
+5|
+2|
+5|Bonus Wild Feat, Trackless Step|3|3|2|0
7th|
+5|
+5|
+2|
+5|Resist Nature's Lure|4|3|2|1
8th|
+6/+1|
+6|
+2|
+6|Wild Shape (4/day)|4|3|3|2|0
9th|
+6/+1|
+6|
+3|
+6|Bonus Wild Feat|4|4|3|2|1
10th|
+7/+2|
+7|
+3|
+7|Third Wild Form|4|4|3|3|2|0
11th|
+8/+3|
+7|
+3|
+7|Voice of Nature (Animals)|4|4|4|3|2|1
12th|
+9/+4|
+8|
+4|
+8|Bonus Wild Feat, Wild Shape (5/day)|4|4|4|3|3|2|0
13th|
+9/+4|
+8|
+4|
+8|Woodland Sprint |4|4|4|4|3|2|1
14th|
+10/+5|
+9|
+4|
+9|Fourth Wild Form|4|4|4|4|3|3|2|0
15th|
+11/+6/+6|
+9|
+5|
+9|Bonus Wild Feat|4|4|4|4|4|3|2|1
16th|
+12/+7/+7|
+10|
+5|
+10|Wild Shape (7/Day)|4|4|4|4|4|3|3|2|0
17th|
+12/+7/+7|
+10|
+5|
+10|Voice of Nature (Plants)|4|4|4|4|4|4|3|2|1
18th|
+13/+8/+8|
+11|
+6|
+11|Bonus Wild Feat|4|4|4|4|4|4|3|3|2|0
19th|
+14/+9/+9|
+11|
+6|
+11|Timeless Body|4|4|4|4|4|4|4|3|2|1
20th|
+15/+10/+10|
+12|
+6|
+12|Fifth Wild Form, Wild Shape (10/day)|4|4|4|4|4|4|4|3|2|2[/table]
Class Features
All of the following are class features of the druid.
Weapon and Armor Proficiency
Druids are proficient with all simple weapons but are prohibited from using any weapon made predominantly of metal, which includes most swords, maces, and battle-axes (spears are usually acceptable). Druids may use weapons of these types crafted from other materials, such as wooden mauls or stone knives.
They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
Druids are proficient with light armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel.) Druids are not proficient with any form of shield.
A druid who wears prohibited armor or wields a prohibited weapon is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so.
There are also special rules for using armor while Wild-shaped; see below.
Spells
A druid casts elemental spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Part of my magic fix is adding in a third flavor of magic, called elemental; it's used by druids, rangers, and other nature-y types. If you want to use this model before I get my magic fix posted, just assume a druid casts divine spells as normal.
A druid must choose and prepare her spells in advance the way a cleric does. A druid spends one hour every day meditating, during which she selects which spells she wants to prepare for that day. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Intellect score. For any level in which the daily spells is listed as "0" the druid only recieves bonus spells at that level.
A druid Base Spellcraft Bonus is equal to her BAB.
In my fixes, Spellcraft is no longer a skill; it is now a seperate stat. Every time a player wants to cast a spell they must make a spellcraft check. Wisdom improves your spellcraft bonus, just like Strength does for attack rolls.
For a more detailed explanation read the full magic fix in my extended signature.
Spontaneous Casting
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks. This bonus increases to +3 at level 6, +4 at level 11, +5 at level 16, and +6 at level 20.
Bonus Languages
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Illiteracy
Druids spend most of their time in the wild parts of the world, and do not automatically know how to read and write any language except for the druidic language. A druid may spend 2 skill points to gain the ability to read and write all languages she is able to speak.
A druid who gains a level in any class without the illiteracy feature automatically gains literacy in all languages she knows.
Wild Shape (Su)
Druids venerate the power of wild creatures, and one of a druid’s greatest strengths is the ability to shapeshift into the form of a wild animal and take on some of that creature’s attributes. A druid can use her Wild Shape ability once per day at first level, and more often as her level increases. The effect lasts for 1 hour per use, or until she changes back. Changing form (to animal or back) is a Full Round Action. It does not provoke attacks of opportunity, but you lose any dexterity bonus to your AC while you do so. Each time you use Wild Shape, you regain lost hit points as if you had rested for a night.
When using your Wild Shape ability, your creature Type does not change, although you gain the Shape-shifter Subtype.
The druid can only shapeshift into a form she is very familiar with and has studied closely. A druid knows one Wild Form at first level, and learns more as she advances. (see below for a list of Wild Forms) Druids can only learn and use Wild Forms that are in the same size category as themselves, unless they have taken the appropriate feats.
While Wild Shaped, a druid retains all her ability scores, skill scores, and any other stats unless otherwise noted. Any class features or feats that the druid has in her natural form also apply when using the Wild Shape ability.
Any clothing that does not provide any kind of AC bonus melds into the druid’s form when they shapeshift. Patterns and colors of the clothing mesh with the natural coloration of the form the druid shifts into, which can result in an animal with an unearthly appearance. Many druids wear clothes in natural colors and earth-tones however, which mostly negates this.
Any other gear worn or carried by the druid must also be worn or carried while in Wild Form; druids rapidly learn to stow their equipment so that it does not interfere with their Wild Form any more than it does their normal form. The druid cannot use weapons while in their Wild Form, relying instead of the natural weapons of teeth, claws, horns, fangs, spikes, etc. The damage from your natural weapons in this form is equal to a monk’s unarmed damage.
Any armor worn by the druid also appears in their Wild Form, and provides any and all benefits and penalties it would normally provide.
A druid can take three days to convert any armor that she is proficient with into special Wild Armor that changes with the druid into whatever wild form they take (including size changes). During this time a druid uses up all their daily spells and all uses of Wild Shape to convert the armor to Wild Armor. If armor was previously converted to Wild Armor, a druid may take just one day to attune it to themselves. Druids starting at level 1 are assumed to have converted any existing armor into Wild Armor.
If a druid attempts to wear armor that has not been converted into Wild Armor when shapeshifting they take penalties as if they were not proficient with the armor. If the druid shifts into a form smaller than the armor was made for they must take 1 full round to wriggle out of the armor before take any other action. If the druid shifts into a form larger than the armor was made for they burst out of it; damaging the armor so it cannot be used until it has been repaired.
-Retraining
At any time you would learn a new wild form (because of either leveling or gaining a feat) you may also replace one existing wild form with another that you meet the prerequisites for. Level 20 druids may do this once per month.
Woodland Stride (Ex)
Starting at 2nd level, a 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.
At 6th level, the druid can move gains a bonus to her speed of 10ft per round when fighting in natural areas, such as forests, caves, or open desert. This bonus increases to 15 ft. at level 12 and 20 ft. at level 18.
At 9th level, a druid can pick out the best routes to avoid trouble and ease travel, meaning they move 25% farther when traveling Overland through undeveloped terrain. The druid can expand this benefit to up to 1 additional person traveling with the druid per 3 levels.
Bonus Wild Feats
A druid gains a bonus Wild Feat at 3rd level, and every 3 levels thereafter. You can select any feat from the list of Wild Feats that you meet the perquisites for.
Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check as described in the Player’s Handbook. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly or hostile.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Trackless Step (Ex)
Starting at 6th level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. A druid also gains a +4 bonus to Hide and Move Silently checks made in natural areas. These bonuses increase to +6 at 11th level, and +8 at 17th.
Resist Nature’s Lure (Ex)
Starting at 7th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of the fey and magical beasts. These bonuses increase by 1 every 2 levels up to +10 at level 19.
Voice of Nature (Sp)
At 11th level, the druids connection with nature has become strong enough that she can communicate with beasts and animals as if she was one of their own. A druid may use Speak with Animals as a spell-like ability at will.
At 17th level, this connection strengthens further, allowing the druid to use Speak with Plants as a spell-like ability at will.
Woodland Sprint (Ex)
At 17th level, a druid may move at her normal speed through thorns, briars, and overgrown areas that have been magically manipulated. She does not take damage or suffer any other impairment, since she becomes immune to such magical effects.
The druid may also move at full speed over rough terrain.
Timeless Body (Ex)
At 17th level, a druid no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. The druid also ages half as quickly as a character of her race normally would, and has a maximum age equal to twice her race's normal max age.
Bonuses still accrue, and the druid still dies of old age when her time is up.
Spell List
Add Genesis to the druids spell list as a 9th level spell.
Urban Variation Druid
Some druids have found themselves caught up in the ever-advancing spread of civilization and true to their wild nature, these druids where forced to adapt for survival, or face extinction.
For this variation of druid, any ability that only functions in a natural environment now only functions in a man-made or unnatural location. In addition, make the following subsitutions:
A druid loses her Wild Empathy ability. In exchange, she gains Bluff and Sense Motive as class skills and gains a bonus to them equal to 1/2 her druid level.
A druid loses the ability to Spontaneously Cast any Summon Nature's Ally spell.; in exchange they gain the A Thousand Faces ability.
A Thousand Faces (Su)
A druid has 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. A druid may use this ability once per day per druid level.
A druid's Resist Nature’s Lure (Ex) ability is altered to the following:
Starting at 7th level, a druid gains a +4 bonus to her will save against any spell or spell-like ability from the enchantment school when cast by a humanoid. This bonus increase by 1 every 2 levels up to +10 at level 19.
Druid of the Unliving
This variation may be applied at any time you gain a level of Druid, including 1st. You must be of evil alignment to take this variation.
Your Wild Empathy ability now allows you to affect non-intelligent undead instead of wild animals. You may attempt to use it on intelligent undead as you would a magical creature.
All versions of Summon Nature's Ally and Heal spells are removed from your class list, and you are prohibited from casting them even if another class would provide it.
In exchange, you gain the following:
Darkvision out to 60 ft.
When not using your Wild Shape ability, you can channel negative as a cleric of equal level.
When shapeshifted into a Wild form you gain the Undead type in addition to your other types, which has the following effects:
You look and smell obviously undead; most wild creatures will either flee or attack you on sight (or sound, or smell, etc)
+2 HP per Hit Dice
Immunity to poison, sleep effects, and disease.
Not subject to critical hits and nonlethal damage
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
If you are killed while under the effects of this variation, Raise Dead and Reincarnate spells or abilities have no effect on you. Resurrection and True Resurrection can bring you back to life, but you lose the effects of this variation until you select it again when you next gain a level of Druid.
This variation may also be removed at any time with an Atonement spell.
Shimmering Druid of Light
This variation may be applied at any time you gain a level of Druid, including 1st. You must be of good alignment to take this variation.
You remove any spells from the Necromancy school from your spell list, except for those in the Healing subschool.
You gain darkvision out to 60 ft.
When not using your Wild Shape ability, you can channel positive energy as a cleric of equal level.
You lose you ability to spontaneously cast any Summon Nature's Ally spell, and in exchange you gain the ability to spontaneously cast any Cure Wounds spell, like a cleric
When shapeshifted into a Wild form you gain the Angel subtype in addition to your other types, which has the following effects:
Resistance to Acid, Cold, Electricity and Fire.
A Protective Aura against attacks made or effects created by evil creatures, which provides a deflection bonus to AC and a resistance bonus for saving throws to anyone within 20 feet. Your resistance and the bonus from the aura are both dependent on your HD.
{table=head]HD|Energy Resistance|Aura Bonus
1-2|
1|
+1
3-4|
2|
+1
5-6|
3|
+1
7-8|
4|
+2
9-10|
5|
+2
11-12|
6|
+2
13-14|
7|
+3
15-16|
8|
+3
17-18|
9|
+3
19-20|
10|
+4
21+|
Immunity|
+4[/table]
Code of Conduct
A druid with this variation loses the benefits of this feature (but keeps any unaffected druid class abilities) if she ever willingly commits an evil act.
Additionally, the druid's code code requires that she act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents or the balance of nature.
Associates
While she may adventure with characters of any good or neutral alignment, a druid of this variation will rarely (if ever) knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code.
The largest part of this project will be reworking the basic system of magic, including rewriting a fair number of spells. This rebalance won't be complete until I get that finished, but that is a long term goal. For now, this is the basic outline of my new druid.
Major changes include: reworking the Wild Shape feature, removal of the animal companion, and changing certain feats, most prominently Natural Spell.
Druid
Alignment
Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Points Per Level
4+1d4
Class Skills
The druid’s class skills (and the key ability for each skill) are Concentration (Con), 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 modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
The Druid
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+2|
+0|
+2|First Wild Form, Wild Shape (2/day), nature sense, illiteracy|1
2nd|
+1|
+3|
+0|
+3|Woodland Stride |2|0
3rd|
+2|
+3|
+1|
+3|Bonus Wild Feat, Wild Empathy|2|1
4th|
+3|
+4|
+1|
+4|Wild Shape (3/day)|3|2|0
5th|
+3|
+4|
+1|
+4|Second Wild Form|3|2|1
6th|
+4|
+5|
+2|
+5|Bonus Wild Feat, Trackless Step|3|3|2|0
7th|
+5|
+5|
+2|
+5|Resist Nature's Lure|4|3|2|1
8th|
+6/+1|
+6|
+2|
+6|Wild Shape (4/day)|4|3|3|2|0
9th|
+6/+1|
+6|
+3|
+6|Bonus Wild Feat|4|4|3|2|1
10th|
+7/+2|
+7|
+3|
+7|Third Wild Form|4|4|3|3|2|0
11th|
+8/+3|
+7|
+3|
+7|Voice of Nature (Animals)|4|4|4|3|2|1
12th|
+9/+4|
+8|
+4|
+8|Bonus Wild Feat, Wild Shape (5/day)|4|4|4|3|3|2|0
13th|
+9/+4|
+8|
+4|
+8|Woodland Sprint |4|4|4|4|3|2|1
14th|
+10/+5|
+9|
+4|
+9|Fourth Wild Form|4|4|4|4|3|3|2|0
15th|
+11/+6/+6|
+9|
+5|
+9|Bonus Wild Feat|4|4|4|4|4|3|2|1
16th|
+12/+7/+7|
+10|
+5|
+10|Wild Shape (7/Day)|4|4|4|4|4|3|3|2|0
17th|
+12/+7/+7|
+10|
+5|
+10|Voice of Nature (Plants)|4|4|4|4|4|4|3|2|1
18th|
+13/+8/+8|
+11|
+6|
+11|Bonus Wild Feat|4|4|4|4|4|4|3|3|2|0
19th|
+14/+9/+9|
+11|
+6|
+11|Timeless Body|4|4|4|4|4|4|4|3|2|1
20th|
+15/+10/+10|
+12|
+6|
+12|Fifth Wild Form, Wild Shape (10/day)|4|4|4|4|4|4|4|3|2|2[/table]
Class Features
All of the following are class features of the druid.
Weapon and Armor Proficiency
Druids are proficient with all simple weapons but are prohibited from using any weapon made predominantly of metal, which includes most swords, maces, and battle-axes (spears are usually acceptable). Druids may use weapons of these types crafted from other materials, such as wooden mauls or stone knives.
They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
Druids are proficient with light armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel.) Druids are not proficient with any form of shield.
A druid who wears prohibited armor or wields a prohibited weapon is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so.
There are also special rules for using armor while Wild-shaped; see below.
Spells
A druid casts elemental spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs. A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Part of my magic fix is adding in a third flavor of magic, called elemental; it's used by druids, rangers, and other nature-y types. If you want to use this model before I get my magic fix posted, just assume a druid casts divine spells as normal.
A druid must choose and prepare her spells in advance the way a cleric does. A druid spends one hour every day meditating, during which she selects which spells she wants to prepare for that day. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Intellect score. For any level in which the daily spells is listed as "0" the druid only recieves bonus spells at that level.
A druid Base Spellcraft Bonus is equal to her BAB.
In my fixes, Spellcraft is no longer a skill; it is now a seperate stat. Every time a player wants to cast a spell they must make a spellcraft check. Wisdom improves your spellcraft bonus, just like Strength does for attack rolls.
For a more detailed explanation read the full magic fix in my extended signature.
Spontaneous Casting
A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks. This bonus increases to +3 at level 6, +4 at level 11, +5 at level 16, and +6 at level 20.
Bonus Languages
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Illiteracy
Druids spend most of their time in the wild parts of the world, and do not automatically know how to read and write any language except for the druidic language. A druid may spend 2 skill points to gain the ability to read and write all languages she is able to speak.
A druid who gains a level in any class without the illiteracy feature automatically gains literacy in all languages she knows.
Wild Shape (Su)
Druids venerate the power of wild creatures, and one of a druid’s greatest strengths is the ability to shapeshift into the form of a wild animal and take on some of that creature’s attributes. A druid can use her Wild Shape ability once per day at first level, and more often as her level increases. The effect lasts for 1 hour per use, or until she changes back. Changing form (to animal or back) is a Full Round Action. It does not provoke attacks of opportunity, but you lose any dexterity bonus to your AC while you do so. Each time you use Wild Shape, you regain lost hit points as if you had rested for a night.
When using your Wild Shape ability, your creature Type does not change, although you gain the Shape-shifter Subtype.
The druid can only shapeshift into a form she is very familiar with and has studied closely. A druid knows one Wild Form at first level, and learns more as she advances. (see below for a list of Wild Forms) Druids can only learn and use Wild Forms that are in the same size category as themselves, unless they have taken the appropriate feats.
While Wild Shaped, a druid retains all her ability scores, skill scores, and any other stats unless otherwise noted. Any class features or feats that the druid has in her natural form also apply when using the Wild Shape ability.
Any clothing that does not provide any kind of AC bonus melds into the druid’s form when they shapeshift. Patterns and colors of the clothing mesh with the natural coloration of the form the druid shifts into, which can result in an animal with an unearthly appearance. Many druids wear clothes in natural colors and earth-tones however, which mostly negates this.
Any other gear worn or carried by the druid must also be worn or carried while in Wild Form; druids rapidly learn to stow their equipment so that it does not interfere with their Wild Form any more than it does their normal form. The druid cannot use weapons while in their Wild Form, relying instead of the natural weapons of teeth, claws, horns, fangs, spikes, etc. The damage from your natural weapons in this form is equal to a monk’s unarmed damage.
Any armor worn by the druid also appears in their Wild Form, and provides any and all benefits and penalties it would normally provide.
A druid can take three days to convert any armor that she is proficient with into special Wild Armor that changes with the druid into whatever wild form they take (including size changes). During this time a druid uses up all their daily spells and all uses of Wild Shape to convert the armor to Wild Armor. If armor was previously converted to Wild Armor, a druid may take just one day to attune it to themselves. Druids starting at level 1 are assumed to have converted any existing armor into Wild Armor.
If a druid attempts to wear armor that has not been converted into Wild Armor when shapeshifting they take penalties as if they were not proficient with the armor. If the druid shifts into a form smaller than the armor was made for they must take 1 full round to wriggle out of the armor before take any other action. If the druid shifts into a form larger than the armor was made for they burst out of it; damaging the armor so it cannot be used until it has been repaired.
-Retraining
At any time you would learn a new wild form (because of either leveling or gaining a feat) you may also replace one existing wild form with another that you meet the prerequisites for. Level 20 druids may do this once per month.
Woodland Stride (Ex)
Starting at 2nd level, a 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.
At 6th level, the druid can move gains a bonus to her speed of 10ft per round when fighting in natural areas, such as forests, caves, or open desert. This bonus increases to 15 ft. at level 12 and 20 ft. at level 18.
At 9th level, a druid can pick out the best routes to avoid trouble and ease travel, meaning they move 25% farther when traveling Overland through undeveloped terrain. The druid can expand this benefit to up to 1 additional person traveling with the druid per 3 levels.
Bonus Wild Feats
A druid gains a bonus Wild Feat at 3rd level, and every 3 levels thereafter. You can select any feat from the list of Wild Feats that you meet the perquisites for.
Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check as described in the Player’s Handbook. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly or hostile.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Trackless Step (Ex)
Starting at 6th level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. A druid also gains a +4 bonus to Hide and Move Silently checks made in natural areas. These bonuses increase to +6 at 11th level, and +8 at 17th.
Resist Nature’s Lure (Ex)
Starting at 7th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of the fey and magical beasts. These bonuses increase by 1 every 2 levels up to +10 at level 19.
Voice of Nature (Sp)
At 11th level, the druids connection with nature has become strong enough that she can communicate with beasts and animals as if she was one of their own. A druid may use Speak with Animals as a spell-like ability at will.
At 17th level, this connection strengthens further, allowing the druid to use Speak with Plants as a spell-like ability at will.
Woodland Sprint (Ex)
At 17th level, a druid may move at her normal speed through thorns, briars, and overgrown areas that have been magically manipulated. She does not take damage or suffer any other impairment, since she becomes immune to such magical effects.
The druid may also move at full speed over rough terrain.
Timeless Body (Ex)
At 17th level, a druid no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. The druid also ages half as quickly as a character of her race normally would, and has a maximum age equal to twice her race's normal max age.
Bonuses still accrue, and the druid still dies of old age when her time is up.
Spell List
Add Genesis to the druids spell list as a 9th level spell.
Urban Variation Druid
Some druids have found themselves caught up in the ever-advancing spread of civilization and true to their wild nature, these druids where forced to adapt for survival, or face extinction.
For this variation of druid, any ability that only functions in a natural environment now only functions in a man-made or unnatural location. In addition, make the following subsitutions:
A druid loses her Wild Empathy ability. In exchange, she gains Bluff and Sense Motive as class skills and gains a bonus to them equal to 1/2 her druid level.
A druid loses the ability to Spontaneously Cast any Summon Nature's Ally spell.; in exchange they gain the A Thousand Faces ability.
A Thousand Faces (Su)
A druid has 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. A druid may use this ability once per day per druid level.
A druid's Resist Nature’s Lure (Ex) ability is altered to the following:
Starting at 7th level, a druid gains a +4 bonus to her will save against any spell or spell-like ability from the enchantment school when cast by a humanoid. This bonus increase by 1 every 2 levels up to +10 at level 19.
Druid of the Unliving
This variation may be applied at any time you gain a level of Druid, including 1st. You must be of evil alignment to take this variation.
Your Wild Empathy ability now allows you to affect non-intelligent undead instead of wild animals. You may attempt to use it on intelligent undead as you would a magical creature.
All versions of Summon Nature's Ally and Heal spells are removed from your class list, and you are prohibited from casting them even if another class would provide it.
In exchange, you gain the following:
Darkvision out to 60 ft.
When not using your Wild Shape ability, you can channel negative as a cleric of equal level.
When shapeshifted into a Wild form you gain the Undead type in addition to your other types, which has the following effects:
You look and smell obviously undead; most wild creatures will either flee or attack you on sight (or sound, or smell, etc)
+2 HP per Hit Dice
Immunity to poison, sleep effects, and disease.
Not subject to critical hits and nonlethal damage
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
If you are killed while under the effects of this variation, Raise Dead and Reincarnate spells or abilities have no effect on you. Resurrection and True Resurrection can bring you back to life, but you lose the effects of this variation until you select it again when you next gain a level of Druid.
This variation may also be removed at any time with an Atonement spell.
Shimmering Druid of Light
This variation may be applied at any time you gain a level of Druid, including 1st. You must be of good alignment to take this variation.
You remove any spells from the Necromancy school from your spell list, except for those in the Healing subschool.
You gain darkvision out to 60 ft.
When not using your Wild Shape ability, you can channel positive energy as a cleric of equal level.
You lose you ability to spontaneously cast any Summon Nature's Ally spell, and in exchange you gain the ability to spontaneously cast any Cure Wounds spell, like a cleric
When shapeshifted into a Wild form you gain the Angel subtype in addition to your other types, which has the following effects:
Resistance to Acid, Cold, Electricity and Fire.
A Protective Aura against attacks made or effects created by evil creatures, which provides a deflection bonus to AC and a resistance bonus for saving throws to anyone within 20 feet. Your resistance and the bonus from the aura are both dependent on your HD.
{table=head]HD|Energy Resistance|Aura Bonus
1-2|
1|
+1
3-4|
2|
+1
5-6|
3|
+1
7-8|
4|
+2
9-10|
5|
+2
11-12|
6|
+2
13-14|
7|
+3
15-16|
8|
+3
17-18|
9|
+3
19-20|
10|
+4
21+|
Immunity|
+4[/table]
Code of Conduct
A druid with this variation loses the benefits of this feature (but keeps any unaffected druid class abilities) if she ever willingly commits an evil act.
Additionally, the druid's code code requires that she act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents or the balance of nature.
Associates
While she may adventure with characters of any good or neutral alignment, a druid of this variation will rarely (if ever) knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code.