"I am one with the Elements. And thus, they commit my whims."
The flesh of mortals is carved from elemental power, and their organs serve as conduits of these elements. Some individuals are able to manipulate these energies to control the elements and the bodies of some creatures.
Because of their control over the natural world; they are commonly found in the wilds or rural areas, rarely in cities, and almost never attempt to pass into the outer realms. Groups formed by them are often seen to be primative, as they are based around removing and devouring the organs of animal sacrifices.
Role: Druids can fill multiple types of roles; some may use shapeshifting to be frontline combatant, others could blast foes at range with elemental power, some druids could use their powers over nature to support their allies.
Alignment: Druids can come from any alignment, but they often possess neutral perspectives.
Hit Die: d8.
Starting Gold: 1d4Χ10 gp.
The Clerics class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points per Level: (4 + Int modifier)
1st|+0|+2|+0|+2|Animal Companion, Nature Sense, Shapeshifting (Predator Form), Wild Empathy|3|1||||||||
3rd|+2|+3|+1|+3|Speak with Animals|4|2|1|||||||
6th|+4|+5|+2|+5|Resist Natures Lure|5|3|3|2||||||
8th|+6/+1|+6|+2|+6|Ferocious Slayer Form|6|4|3|3|2|||||
11th|+8/+3|+7|+3|+7|Command of Self|6|5|4|4|3|2|1|||
12th|+9/+4|+8|+4|+8|Wild Avenger Form|6|5|4|4|3|3|2|||
13th|+9/+4|+8|+4|+8|A Thousand Faces|6|5|5|4|4|3|2|1||
16th|+12/+7/+2|+10|+5|+10|Elemental Fury Form|6|5|5|5|4|4|3|3|2|
20th|+15/+10/+5|+12|+6|+12|Avatar of the Wild|6|5|5|5|5|5|4|4|4|4[/table]
Weapon and Armor Proficiency: Druids are proficient with all simple weapons, along with three martial weapons of his choice. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with shapeshift.
Druids are proficient with light and medium armor but their shapeshifting is limited while in medium or heavy armour; changing the action to a standard action (for medium armour), and Full-Round action (for heavy armour). Druids are proficient with shields (except tower shields).
Spells: A druid casts arcane spells, which are drawn from the druid spell list. A druid can cast any spell he knows without preparing it ahead of time, the way a wizard must.
To learn or 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.
A druids selection of spells is extremely limited. A druid begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new druid level, she gains one or more new spells, as indicated on the table below. These new spells can be common spells chosen from the druid spell list, or they can be unusual spells that the druid has gained some understanding of by study. The druid cant use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered druid level after that (6th, 8th, and so on), a druid can choose to learn a new spell in place of one she already knows. In effect, the druid "loses" the old spell in exchange for the new one. The new spells level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level druid spell the druid can cast. A druid may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Druid Spells Known
1st|4|2| | | | | | | |
2nd|5|3| | | | | | | |
3rd|6|4|2| | | | | | |
4th|7|5|3| | | | | | |
5th|8|6|4|2| | | | | |
6th|9|6|5|3| | | | | |
7th|10|6|6|4|2| | | | |
8th|10|6|6|5|3| | | | |
9th|10|6|6|6|4|2| | | |
10th|10|6|6|6|5|3| | | |
11th|10|6|6|6|6|4|2| | |
12th|10|6|6|6|6|5|3| | |
Animal Companion (Ex): A druid begin play with an animal companion selected from the following list: Badger, Bat, Camel, Cassowary, Dire Ant Worker, Dire Centipede, Dire Frog, Dire Scorpion, Eagle, Elk, Estikarn Riding Lizard, Horse, Manta Ray, Octopus, Shark, Squid, or Wolf. This animal is a loyal companion that accompanies the druid on his adventures as appropriate for its kind.
A 1st-level druids companion is completely typical for its kind except as noted below. As a druid advances in level, the animals power increases as shown on the table. If a druid releases his companion from service, he may create a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals. Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the characters druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the characters druid level and compare the result with the druid level entry on the table to determine the animal companions powers. (If this adjustment would reduce the druids effective level to 0 or lower, he cant have that animal as a companion.)
Nature Sense (Ex): A druid gains a bonus on Knowledge (Nature) and Survival checks equal to half his Druid level. He may also use his Wisdom modifier in place of his Intelligence modifier when making Knowledge (Nature) checks.
Shapeshifting (Ex): You can shapeshift at will into powerful animal or elemental-oriented forms. Each time you use this ability, you can choose the exact look that your shapeshifted form takes.
It requires only a swift action to shapeshift. If you are capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal form. Theres no limit to the number of times per day that you can change form, nor to the amount of time you can spend in a shapeshifted form.
You retain your normal Hit Dice, hit points, base attack bonuses, base save bonuses, skill ranks, and ability scores regardless of your form, although most forms provide some sort of ability boost. You also retain all extraordinary, supernatural, and spell-like special attacks and qualities of your normal form, except for those requiring a body part your new form does not have. Unless otherwise noted, you retain your size and space when you assume a new form. You always retain your type and subtype, regardless of the nature of the form assumed. You dont gain any special attacks or qualities while shapeshifted except as noted below.
All your held, carried, or worn gear melds into your new form and becomes nonfunctional until you return to your natural form. You cannot speak in shapeshifted form, and your limbs lack the precision required to wield a weapon or perform tasks requiring fine manipulation. You cant cast spells or activate magic items while in Shapeshifted form.
You can take feats such as Improved Natural Attack or Wingover that you could only qualify for in shapeshifted form, although you only gain the benefits of said feat while in a form that qualifies for it.
If knocked unconscious or slain in shapeshifted form, you revert to your own form.
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 his druid level and his Wisdom 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 an elemental with an Intelligence score of 1 or 2.
Woodland Stride (Ex): Starting at 2nd level, by subtly reshaping the elemental energy in nearby plants a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. He may also walk through thorns, briars, or overgrown areas that have been magically affected to impede movement (such as by an entangle spell), provided that his druid level is higher than that of whoever cast the effect.
Speak with Animals (Su): Starting at 3rd level, a druid may communicate with all animals as though they shared a language.
Resist Natures Lure (Ex): Starting at 6th level, a druid gains an Insight bonus on saving throws against the extraordinary, supernatural and spell-like abilities of animals, elementals, fey and plants equal to his Wisdom modifier.
Nature Ritual (Sp): At 9th level, a druid's connection with nature is such that he can channel its power through potent ritual magic. A nature ritual emulates any one spell from the Druid list; it need not be one that the druid personally knows, but it must be of a level he would normally be able to cast. Rituals have a casting time of ten minutes per level of the spell being emulated, plus the spell's normal casting time, and require the druid to spend an amount of experience points equal to one hundred times the level of the spell being emulated. If the spell being emulated has material or experience costs, they must be paid in addition to the usual ritual cost. The druid may pay an additional 25 experience/spell level to increase the duration of the spell being emulated by one step (rounds/level -> minutes/level -> hours/level -> days/level -> weeks/level). The druid may apply any metamagic feat he knows to the spell being emulated, taking the increased time and paying the increased cost for a spell of the adjusted level.
Command of Self (Ex): At 11th level, a druid has incredible control over his own form. He gains a bonus to saves against transmutation spells equal to his Wisdom modifier. This bonus stacks with Resist Nature's Lure.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change his appearance at will, as if using the disguise self spell, but only while in his normal form. This affects the druids body but not his possessions. It is not an illusory effect, but a minor physical alteration of the druids appearance, within the limits described for the spell. Doing so gives him a +10 bonus to Disguise checks, as though she was under the effects of a disguise self 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 his time is up.
Natural Casting (Ex): Beginning at 19th level, a druid learns techniques for working magic in animal form. A number of times per day equal to his Wisdom bonus, he may take a standard action to cast a spell while shapeshifted. The spell may be up to two levels lower than the highest level spell he can cast, have a casting time of no longer than one standard action, and must come from the Druid list.
Avatar of the Wild: By 20th level, a druid has transcend humanity to become one with the natural world. He gains the elemental type, DR 10/, resistance 20 to all elemental energy types, and a +2 untyped bonus to all physical abilities.