Duke Malagigi
2007-09-08, 10:57 PM
This is for a more sagacious Celtic themed druid as opposed to the core druid class, which I'll rename later.
Druid
In ancient Celtic society druids served not only as priests but also as scientists and lawyers as well as policy and what accounted for political advisors to local chieftains. Druids kept the laws and traditions of the Celts up until the arrival of Christianity. They also conducted official business for their tribe including acting as judges.
The gods and goddesses that the historical druids served included the Dagda or "Good God" (by "Good God" the Celts meant that he was good at all things including magic, warfare and drinking), the war goddesses Morrigan (also a mother and fertility goddess), Badb and Macha and Math the god of magic. For background information on Math, if a virgin woman refused to let him rest his feet in her lap, Math would simply call in another instead. If a man refused to let Math rest his feet in the lap of a particular woman, Math would curse and magically torture the man for his impudence, then ask the woman he wanted if she would cushion his feet for him. Math had a soft spot for children and was one of their divine protectors. Suitable equivalent gods could be used for druids not using the Celtic mythos.
Adventures: Druids adventure for the same reasons many other priests do, to defend and promote their faith. At the same time druids also seek out knowledge about the natural world and act as ambassadors for their respective countries or people. It's also very common to find druids offering themselves either itinerant attorneys or judges.
Characteristics: Level headedness and a somewhat conservative outlook are common traits among druids. Their purpose is to maintain their people's history and traditions. This does not make druids apposed to new technology or to new ideas. This simply means that druids want hold on to past traditions and their religious beliefs while accepting new scientific advances and cultural adaptations.
Alignment: Any. Those of Lawful alignment tend to be supporters of rather strict laws and regulations both in religious and secular affairs putting the welfare of the clan, tribe or in some cases country above that of any individual, even themselves or their families. Chaotic druids tend to be much more individualistic in outlook and often times serve as attorneys in civil cases against the government and as political activists. Good druids are known for restraint, mercy and moderation in temperament while Evil druids are fanatical and cruel, often times willing do despoil the land and groves of druids of rival sects.
Religion: As the ancient druids worshiped gods like Lugh, the Dagda, Morrigan, Math and Goibniu druids in D&D would worship similar gods.
Background and races: The elves were among the first terrestrial druids and along with ogre kind maintain the strongest and most traditional of druidic teachings. Elven and ogre druids act as lawyers, scientists and judges. In some cases they even hold public office and are typically Chaotic Good in alignment. Goblin druids take a rather more Calvinistic approach to their religion than their fellow fairy folk would. There fore they tend to be of Lawful Neutral or rarely Lawful Good alignment and significantly grimmer in outlook. Human druids, while having no racially tendencies toward Law in particular are most often Lawful in alignment themselves. The only other main racial group known for their druids is orc kind, the vast majority of whom are totalitarian in philosophy and are there fore Lawful Evil.
Other Classes: Being scientists as well as religious figures, druids view wizards as colleges and often time become wizards themselves. Sorcerers, unless their power is inherent, are thought of as intellectually lazy by druids and frequently mocked for it. At the same time, druids see members of other priestly classes, such as clerics and archivists as odd even if they are worshipers of the same god or gods.
Abilities: As befits their religious role, Wisdom is the most important ability as it determines the strength of the druid's divine spellcasting. Intelligence is valued highly due to the role druids have as scholars and lawyers. Lastly, Charisma is important for druids as it aids them in diplomacy and other negotiations.
Alignment: Any
Hit Die: 1d6
Class Skills:
The druids class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (6 + Int modifier) Χ 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Level Base Fort Ref Will Special
Attack Save Save Save
Bonus
1st +0 +2 +0 +2 Domains, Druidic Lore, 1st bargaining preference, nature sense, wild empathy
2nd +1 +3 +0 +3 Woodland stride
3rd +1 +3 +1 +3 Trackless step
4th +2 +4 +1 +4 Resist natures lure
5th +2 +4 +1 +4 2nd bargaining preference, druid rod use 1
6th +3 +5 +2 +5
7th +3 +5 +2 +5
8th +4 +6 +2 +6
9th +4 +6 +3 +6 Venom immunity
10th +5 +7 +3 +7 3rd bargaining preference, druid rod use 2
11th +5 +7 +3 +7
12th +6/+1 +8 +4 +8
13th +6/+1 +8 +4 +8 A thousand faces
14th +7/+2 +9 +4 +9
15th +7/+2 +9 +5 +9 4th bargaining preference, timeless body, druid rod use 3
16th +8/+3 +10 +5 +10
17th +8/+3 +10 +5 +10
18th +9/+4 +11 +6 +11
19th +9/+4 +11 +6 +11
20th +10/+5 +12 +6 +12 5th bargaining preference, druid rod use 4
Druid 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level
1 3 1+1
2 4 2+1
3 4 2+1 1+1
4 5 3+1 2+1
5 5 3+1 2+1 1+1
6 5 3+1 3+1 2+1
7 6 4+1 3+1 2+1 1+1
8 6 4+1 3+1 3+1 2+1
9 6 4+1 4+1 3+1 2+1 1+1
10 6 4+1 4+1 3+1 3+1 2+1
11 6 5+1 4+1 4+1 3+1 2+1 1+1
12 6 5+1 4+1 4+1 3+1 3+1 2+1
13 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, sickle, spear, sling, and short bow.
Spells: A druid casts divine 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; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).
To prepare and cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druids spell is 10 + the spell level + the druids Wisdom modifier.
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 Wisdom score. She has access to any domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A druid may prepare and cast any spell on the druid spell list and in their domains, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells: A druid cant cast spells of an alignment opposed to her own or her deitys (if she has one). The chaos, evil, good, and law descriptors in their spell descriptions indicate spells associated with particular alignments.
Bonus Languages: A druids 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 doesnt take up a language slot. Druids are forbidden to teach this language to non-druids.
Druidic has its own alphabet.
Deity, Domains, and Domain Spells: A druids deity influences his alignment, what magic he can perform, his values, and how others see him. A druid chooses one domain from among those belonging to his deity and one from the druid list. A druid can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain gives the druid access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The druid gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a druid prepares one or the other each day in his domain spell slot. If a domain spell is not on the druid spell list, a druid can prepare it only in his domain spell slot.
In addition to alignment domains all druids have access to the Air, Animal, Community, Earth, Fire, Knowledge, Moon, Nobility, Oracle, Plant, Sun, Water, Weather, and any terrain-appropriate ones (Ocean, Sand, Thirst, Cold, and such). All such domains are acceptable, regardless of deity. While a druid must select single deity for the purpose of domain uses and primary devotion they must also be willing to act as a druid for any deity that at least matches the druid's own or similar alignment.
Druidic Lore: A druid may make a special druidic lore check with a bonus equal to her druid level + her Intelligence modifier to see whether she knows some relevant information about laws and treaties, natural features or noteworthy religious or otherwise supernatural places. (If the druid has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful druidic lore check will not reveal the powers of a magic item but may give a hint as to its general function. A druidic may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority of experts in law, religion or geography; may be found in legend.
20 Uncommon but available, known by only a few people or in legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few in their field, this would include centuries old treaties, holy sites and natural features.
Bargaining Preference(Ex): At 1st level, a druid may select a type of intelligent creature from among those given on Table: Bargaining Preference. The druid gains a +2 bonus on bluff, sense motive, intimidate and diplomacy checks when using these skills against creatures of this type.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the druid may select an additional creature type or subtype affected by bargaining preference from those given on the table. In addition, at each such interval, the bonus for dealing with any bargaining preference (including the one just selected, if so desired) increases by 2.
If the druid chooses the humanoid or outsider type as a bargaining preference, she must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of bargaining preference, the druids bonuses do not stack; she simply uses whichever bonus is higher. A creature must have an Intelligence of at least 3 to be affected by this class ability.
Table: Bargaining Preference
Type (Subtype) Type (Subtype)
Aberration Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin
Humanoid (reptilian)
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. 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.
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.
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.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Natures Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Druid Rod Use (Su): At 5th level a druid can use a druid rod to transform him or herself once per day and or others into creatures of the animal type once per day. The druid may the rod's abilities once more per day every five levels. Druids of high enough standing among his or her peers may recieve this as a gift free of cost.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a 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 druids body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druids appearance, within the limits described for the spell.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
Ex-Druids
A druid who ceases to revere their gods, betrays her community or teaches the Druidic language to a non-druid loses all spells and druid abilities (including her druidic lore, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).
Optional rule: Animal companions as a feat.
Animal Companion
Prerequisite: 1st level druid, Wisdom 15, Knowledge (religion) and Knowledge (nature) 4
Some druids are blessed by their god, gods or goddess with one or more creatures to accompany the druid in life.
Benefit: A druid with this feat gains one or more animal companions equal to his or her class levels. This uses the standard animal companion rules but hit dice could also be read to mean hit dice worth of creatures. A druid may have more than one animal companion if their total hit dice are equal to or less than the master's own druid levels. However each animal companion is treated as a standard animal of its hit dice.
Druid's Rod
In ancient Celtic myth and legend druids had the ability to assume or bestow upon others the shapes of animals. This however required a focus in the form of a druid's wand or rod to accomplish. In the hands of a druid this thin ornate 18" bronze shaft acts as an unlimited charge wand of polymorph, both on the druid and others. However this wand may only be used by the druid to assume or bestow upon others the shape of an Animal type creature with half the druid's level in hit dice, that the druid is familiar with. A druid holding a druid's rod may transform himself and others into animals 1/day every five levels. When used on others this takes the form of a touch attack roll unless the recipient was willing. If the target of the druid's rod is unwilling they receive a Fortitude save with a DC of 16. It also functions as an extend metamagic rod for druidic spells only (including Domain spells). Lesser druid's rods function up to tenth druid level and also serve as lesser extend metamagic rods. At the same time normal druid's rods function up to 20th druid level and also serve as normal extend metamagic rods while greater druid's rods function up to 30th druid level and also serve as greater extend metamagic rods. A touch from a druid rod can transform someone into an animal or reverse the process if in the hands of a druid. A remove curse can also undo the effect. Strong (transmutation); CL 17th in druid (lesser); Craft Rod, Extend Spell, polymorph, CL 20th in druid (normal); Craft Rod, Extend Spell, polymorph, CL 23rd in druid (greater); Craft Epic Rod, Extend Spell, polymorph; Lesser Druid Rod price 7,980 Gold Pieces, Normal Druid Rod price 31,220 Gold Pieces, Greater Druid Rod price 524,300 Gold Pieces.
I deducted 30% from the final cost due to the fact that rods of this variety can only be crafted and employed by druids.
Are any of these good ideas?
Druid
In ancient Celtic society druids served not only as priests but also as scientists and lawyers as well as policy and what accounted for political advisors to local chieftains. Druids kept the laws and traditions of the Celts up until the arrival of Christianity. They also conducted official business for their tribe including acting as judges.
The gods and goddesses that the historical druids served included the Dagda or "Good God" (by "Good God" the Celts meant that he was good at all things including magic, warfare and drinking), the war goddesses Morrigan (also a mother and fertility goddess), Badb and Macha and Math the god of magic. For background information on Math, if a virgin woman refused to let him rest his feet in her lap, Math would simply call in another instead. If a man refused to let Math rest his feet in the lap of a particular woman, Math would curse and magically torture the man for his impudence, then ask the woman he wanted if she would cushion his feet for him. Math had a soft spot for children and was one of their divine protectors. Suitable equivalent gods could be used for druids not using the Celtic mythos.
Adventures: Druids adventure for the same reasons many other priests do, to defend and promote their faith. At the same time druids also seek out knowledge about the natural world and act as ambassadors for their respective countries or people. It's also very common to find druids offering themselves either itinerant attorneys or judges.
Characteristics: Level headedness and a somewhat conservative outlook are common traits among druids. Their purpose is to maintain their people's history and traditions. This does not make druids apposed to new technology or to new ideas. This simply means that druids want hold on to past traditions and their religious beliefs while accepting new scientific advances and cultural adaptations.
Alignment: Any. Those of Lawful alignment tend to be supporters of rather strict laws and regulations both in religious and secular affairs putting the welfare of the clan, tribe or in some cases country above that of any individual, even themselves or their families. Chaotic druids tend to be much more individualistic in outlook and often times serve as attorneys in civil cases against the government and as political activists. Good druids are known for restraint, mercy and moderation in temperament while Evil druids are fanatical and cruel, often times willing do despoil the land and groves of druids of rival sects.
Religion: As the ancient druids worshiped gods like Lugh, the Dagda, Morrigan, Math and Goibniu druids in D&D would worship similar gods.
Background and races: The elves were among the first terrestrial druids and along with ogre kind maintain the strongest and most traditional of druidic teachings. Elven and ogre druids act as lawyers, scientists and judges. In some cases they even hold public office and are typically Chaotic Good in alignment. Goblin druids take a rather more Calvinistic approach to their religion than their fellow fairy folk would. There fore they tend to be of Lawful Neutral or rarely Lawful Good alignment and significantly grimmer in outlook. Human druids, while having no racially tendencies toward Law in particular are most often Lawful in alignment themselves. The only other main racial group known for their druids is orc kind, the vast majority of whom are totalitarian in philosophy and are there fore Lawful Evil.
Other Classes: Being scientists as well as religious figures, druids view wizards as colleges and often time become wizards themselves. Sorcerers, unless their power is inherent, are thought of as intellectually lazy by druids and frequently mocked for it. At the same time, druids see members of other priestly classes, such as clerics and archivists as odd even if they are worshipers of the same god or gods.
Abilities: As befits their religious role, Wisdom is the most important ability as it determines the strength of the druid's divine spellcasting. Intelligence is valued highly due to the role druids have as scholars and lawyers. Lastly, Charisma is important for druids as it aids them in diplomacy and other negotiations.
Alignment: Any
Hit Die: 1d6
Class Skills:
The druids class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (6 + Int modifier) Χ 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Level Base Fort Ref Will Special
Attack Save Save Save
Bonus
1st +0 +2 +0 +2 Domains, Druidic Lore, 1st bargaining preference, nature sense, wild empathy
2nd +1 +3 +0 +3 Woodland stride
3rd +1 +3 +1 +3 Trackless step
4th +2 +4 +1 +4 Resist natures lure
5th +2 +4 +1 +4 2nd bargaining preference, druid rod use 1
6th +3 +5 +2 +5
7th +3 +5 +2 +5
8th +4 +6 +2 +6
9th +4 +6 +3 +6 Venom immunity
10th +5 +7 +3 +7 3rd bargaining preference, druid rod use 2
11th +5 +7 +3 +7
12th +6/+1 +8 +4 +8
13th +6/+1 +8 +4 +8 A thousand faces
14th +7/+2 +9 +4 +9
15th +7/+2 +9 +5 +9 4th bargaining preference, timeless body, druid rod use 3
16th +8/+3 +10 +5 +10
17th +8/+3 +10 +5 +10
18th +9/+4 +11 +6 +11
19th +9/+4 +11 +6 +11
20th +10/+5 +12 +6 +12 5th bargaining preference, druid rod use 4
Druid 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Level
1 3 1+1
2 4 2+1
3 4 2+1 1+1
4 5 3+1 2+1
5 5 3+1 2+1 1+1
6 5 3+1 3+1 2+1
7 6 4+1 3+1 2+1 1+1
8 6 4+1 3+1 3+1 2+1
9 6 4+1 4+1 3+1 2+1 1+1
10 6 4+1 4+1 3+1 3+1 2+1
11 6 5+1 4+1 4+1 3+1 2+1 1+1
12 6 5+1 4+1 4+1 3+1 3+1 2+1
13 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, sickle, spear, sling, and short bow.
Spells: A druid casts divine 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; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).
To prepare and cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druids spell is 10 + the spell level + the druids Wisdom modifier.
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 Wisdom score. She has access to any domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. A druid may prepare and cast any spell on the druid spell list and in their domains, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells: A druid cant cast spells of an alignment opposed to her own or her deitys (if she has one). The chaos, evil, good, and law descriptors in their spell descriptions indicate spells associated with particular alignments.
Bonus Languages: A druids 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 doesnt take up a language slot. Druids are forbidden to teach this language to non-druids.
Druidic has its own alphabet.
Deity, Domains, and Domain Spells: A druids deity influences his alignment, what magic he can perform, his values, and how others see him. A druid chooses one domain from among those belonging to his deity and one from the druid list. A druid can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain gives the druid access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The druid gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a druid prepares one or the other each day in his domain spell slot. If a domain spell is not on the druid spell list, a druid can prepare it only in his domain spell slot.
In addition to alignment domains all druids have access to the Air, Animal, Community, Earth, Fire, Knowledge, Moon, Nobility, Oracle, Plant, Sun, Water, Weather, and any terrain-appropriate ones (Ocean, Sand, Thirst, Cold, and such). All such domains are acceptable, regardless of deity. While a druid must select single deity for the purpose of domain uses and primary devotion they must also be willing to act as a druid for any deity that at least matches the druid's own or similar alignment.
Druidic Lore: A druid may make a special druidic lore check with a bonus equal to her druid level + her Intelligence modifier to see whether she knows some relevant information about laws and treaties, natural features or noteworthy religious or otherwise supernatural places. (If the druid has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful druidic lore check will not reveal the powers of a magic item but may give a hint as to its general function. A druidic may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority of experts in law, religion or geography; may be found in legend.
20 Uncommon but available, known by only a few people or in legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few in their field, this would include centuries old treaties, holy sites and natural features.
Bargaining Preference(Ex): At 1st level, a druid may select a type of intelligent creature from among those given on Table: Bargaining Preference. The druid gains a +2 bonus on bluff, sense motive, intimidate and diplomacy checks when using these skills against creatures of this type.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the druid may select an additional creature type or subtype affected by bargaining preference from those given on the table. In addition, at each such interval, the bonus for dealing with any bargaining preference (including the one just selected, if so desired) increases by 2.
If the druid chooses the humanoid or outsider type as a bargaining preference, she must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of bargaining preference, the druids bonuses do not stack; she simply uses whichever bonus is higher. A creature must have an Intelligence of at least 3 to be affected by this class ability.
Table: Bargaining Preference
Type (Subtype) Type (Subtype)
Aberration Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin
Humanoid (reptilian)
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. 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.
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.
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.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Natures Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Druid Rod Use (Su): At 5th level a druid can use a druid rod to transform him or herself once per day and or others into creatures of the animal type once per day. The druid may the rod's abilities once more per day every five levels. Druids of high enough standing among his or her peers may recieve this as a gift free of cost.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a 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 druids body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druids appearance, within the limits described for the spell.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.
Ex-Druids
A druid who ceases to revere their gods, betrays her community or teaches the Druidic language to a non-druid loses all spells and druid abilities (including her druidic lore, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).
Optional rule: Animal companions as a feat.
Animal Companion
Prerequisite: 1st level druid, Wisdom 15, Knowledge (religion) and Knowledge (nature) 4
Some druids are blessed by their god, gods or goddess with one or more creatures to accompany the druid in life.
Benefit: A druid with this feat gains one or more animal companions equal to his or her class levels. This uses the standard animal companion rules but hit dice could also be read to mean hit dice worth of creatures. A druid may have more than one animal companion if their total hit dice are equal to or less than the master's own druid levels. However each animal companion is treated as a standard animal of its hit dice.
Druid's Rod
In ancient Celtic myth and legend druids had the ability to assume or bestow upon others the shapes of animals. This however required a focus in the form of a druid's wand or rod to accomplish. In the hands of a druid this thin ornate 18" bronze shaft acts as an unlimited charge wand of polymorph, both on the druid and others. However this wand may only be used by the druid to assume or bestow upon others the shape of an Animal type creature with half the druid's level in hit dice, that the druid is familiar with. A druid holding a druid's rod may transform himself and others into animals 1/day every five levels. When used on others this takes the form of a touch attack roll unless the recipient was willing. If the target of the druid's rod is unwilling they receive a Fortitude save with a DC of 16. It also functions as an extend metamagic rod for druidic spells only (including Domain spells). Lesser druid's rods function up to tenth druid level and also serve as lesser extend metamagic rods. At the same time normal druid's rods function up to 20th druid level and also serve as normal extend metamagic rods while greater druid's rods function up to 30th druid level and also serve as greater extend metamagic rods. A touch from a druid rod can transform someone into an animal or reverse the process if in the hands of a druid. A remove curse can also undo the effect. Strong (transmutation); CL 17th in druid (lesser); Craft Rod, Extend Spell, polymorph, CL 20th in druid (normal); Craft Rod, Extend Spell, polymorph, CL 23rd in druid (greater); Craft Epic Rod, Extend Spell, polymorph; Lesser Druid Rod price 7,980 Gold Pieces, Normal Druid Rod price 31,220 Gold Pieces, Greater Druid Rod price 524,300 Gold Pieces.
I deducted 30% from the final cost due to the fact that rods of this variety can only be crafted and employed by druids.
Are any of these good ideas?