Two Druid possibilities...
Wilderness Avatar
Hit die: d8
Level BAB Fort Ref Will Special Spells/Day Max Spell Level Known 0 1 2 3 4 5 6 7 8 9 1st 2nd 3rd 4th All 1 0 0 2 2 Wild Empathy 3 1 1 2 1 0 3 3 4 2 1 1 3 2 1 3 3 4 2 1 2 1 4 3 1 4 4 5 3 2 2 2 5 3 1 4 4 5 3 2 1 3 2 6 4 2 5 5 6 3 3 2 3 2 1 7 5 2 5 5 6 4 3 2 1 4 2 1 8 6 2 6 6 6 4 3 3 2 4 3 1 9 6 3 6 6 6 4 4 3 2 1 5 3 1 10 7 3 7 7 6 4 4 3 3 2 5 3 2 2 11 8 3 7 7 6 5 4 4 3 2 1 6 3 2 2 12 9 4 8 8 6 5 4 4 3 3 2 6 4 2 2 13 9 4 8 8 6 5 5 4 4 3 2 1 7 4 2 2 14 10 4 9 9 6 5 5 4 4 3 3 2 7 4 3 3 1 15 11 5 9 9 6 5 5 5 4 4 3 2 1 8 4 3 3 1 16 12 5 10 10 6 5 5 5 4 4 3 3 2 8 5 3 3 1 17 12 5 10 10 6 5 5 5 5 4 4 3 2 1 9 5 3 3 1 18 13 6 11 11 6 5 5 5 5 4 4 3 3 2 9 5 4 4 1 19 14 6 11 11 6 5 5 5 5 5 5 4 3 3 9 5 5 4 2 20 15 6 12 12 6 5 5 5 5 5 5 5 4 4 9 5 5 5 3
Skills: 4+int
Class Skills: Climb, Craft, Concentration, Diplomacy, Knowledge(nature), Knowledge(the planes), Handle Animal, Heal, Ride, Spellcraft, Survival, Swim
Proficiencies: Unarmed Strike, Club, Shortspear, Longspear, Quarterstaff, Spear, Javelin, Sling, Light Hammer, Handaxe, Light Pick, Heavy Pick, Trident, Warhammer, Greatclub, Shortbow, Longbow, light armor. May not wear metal armor (loses spellcasting if voluntarily wearing metal).
Wild Empathy: As druid
Spellcasting: At first level, a Wilderness Avatar selects a primary spell list, which must be a major list. At later levels, she selects 3 more lists, which may be major or minor. She knows spells from her lists up to the level indicated on the table. Starting at 14th level, she knows very low-level spells from all the lists. She may cast any spell she knows spontaneously. This includes she can use a high-level slot to cast a metamagiced version of a spell from a secondary list. All spellcasting is divine and wisdom-based.
Spell Lists:Spoiler
Major Lists
animalSpoiler
0
- Create Water
- Purify Food and Drink
1
- Calm Animals
- Charm Animal
- Detect Animals or Plants
- Hide from Animals
- Speak with Animals
2
- Animal Messenger
- Animal Trance
- Hold Animal
- Reduce Animal
3
- Dominate Animal
4
- Giant Vermin
- Repel Vermin
5
- Animal Growth
- Awaken
6
- Antilife Shell
8
- Animal Shapes
9
- Antipathy
- Shapechange
- Sympathy
healingSpoiler
0
- Cure Minor Wounds
- Virtue
1
- Cure Light Wounds
- Goodberry
2
- Delay Poison
- Restoration, Lesser
3
- Cure Moderate Wounds
- Neutralize Poison
- Remove Disease
4
- Cure Serious Wounds
- Reincarnate
5
- Cure Critical Wounds
- Death Ward
6
- Cure Light Wounds, Mass
7
- Cure Moderate Wounds, Mass
- Heal
8
- Cure Serious Wounds, Mass
9
- Cure Critical Wounds, Mass
- Regenerate
plantSpoiler
0
- Create Water
- Detect Poison
1
- Detect Animals or Plants
- Entangle
2
- Tree Shape
- Warp Wood
- Wood Shape
3
- Diminish Plants
- Plant Growth
- Speak with Plants
4
- Antiplant Shell
- Blight
- Command Plants
5
- Tree Stride
- Wall of Thorns
6
- Liveoak
- Repel Wood
- Transport via Plants
7
- Animate Plants
- Changestaff
- Transmute Metal to Wood
8
- Control Plants
9
- Shambler
summoningSpoiler
0
- Summon Nature's Ally 0 (summons any animal of less than 1 HD. The animal does not fight, but serves you in ways it considers safe)
1
- Summon Nature's Ally I
2
- Summon Nature's Ally II
- Summon Swarm
3
- Summon Nature's Ally III
4
- Summon Nature's Ally IV
5
- Insect Plague
- Summon Nature's Ally V
6
- Summon Nature's Ally VI
7
- Creeping Doom
- Summon Nature's Ally VII
8
- Summon Nature's Ally VIII
9
- Elemental Swarm
- Shambler
- Summon Nature's Ally IX
survivalSpoiler
0
- Create Water
- Detect Poison
- Guidance
- Know Direction
- Mending
- Purify Food and Drink
- Resistance
1
- Detect Snares and Pits
- Endure Elements
2
- Spider Climb
- Spike Growth
3
- Snare
- Protection from Energy
4
- Scrying
- Freedom of Movement
5
- Commune with Nature
- Tree Stride
6
- Find the Path
7
- Control Weather
- Scrying, Greater
- True Seeing
9
- Foresight
violenceSpoiler
0
- Acid Splash
- Ray of Frost
1
- Magic Fang
- Magic Stone
- Shillelagh
2
- Barkskin
- Bear's Endurance
- Bull's Strength
- Chill Metal
- Heat Metal
3
- Contagion
- Magic Fang, Greater
- Poison
4
- Rusting Grasp
5
- Baleful Polymorph
- Stoneskin
6
- Bear's Endurance, Mass
- Bull's Strength, Mass
- Ironwood
7
- Fire Storm
8
- Earthquake
- Finger of Death
9
- Storm of Vengeance
Minor Lists
airSpoiler
0
- Ghost Sound
1
- Obscuring Mist
2
- Fog Cloud
- Gust of Wind
3
- Wind Wall
4
- Air Walk
5
- Control Winds
earthSpoiler
0
- Resistance
1
- Magic Stone
2
- Soften Earth and Stone
3
- Meld into Stone
- Spike Growth
- Stone Shape
4
- Spike Stones
5
- Stone Tell
- Transmute Mud to Rock
- Transmute Rock to Mud
energySpoiler
0
- Light
1
- Faerie Fire
2
- Resist Energy
3
- Call Lightning
- Daylight
- Protection from Energy
4
- Ice Storm
5
- Call Lightning Storm
fireSpoiler
0
- Flare
1
- Faerie Fire
- Produce Flame
2
- Fire Trap
- Flame Blade
- Flaming Sphere
3
- Quench
4
- Flame Strike
5
- Wall of Fire
magicSpoiler
0
- Detect Magic
- Read Magic
1
- Identify
2
- Owl's Wisdom
3
- Dispel Magic
4
- Dimensional Anchor
5
- Atonement
- Hallow
- Spellstaff
- Unhallow
motionSpoiler
0
- Know Direction
1
- Jump
- Longstrider
- Pass without Trace
2
- Cat's Grace
- Spider Climb
4
- Freedom of Movement
5
- Tree Stride
- Overland Flight
waterSpoiler
0
- Create Water
1
- Obscuring Mist
2
- Fog Cloud
3
- Sleet Storm
- Water Breathing
4
- Control Water
- Ice Storm
5
- Ice Storm
Grove Priest
Grove Priests are Villiage Priests for people who think less in terms of stable farms and more in terms of sacred groves. Grove Priests revere nature itself, rather than any deity of it.
Changes:
- May not wear metal armor
- Deity's favored weapon is the greatclub
- Must be neutral on at least one axis
- Is treated as true neutral for purposes of Alignment list spells (e.g. can cast protection from anything, cannot cast align weapon, can only cast atonement for nature-reverence purposes)
- Instead of life or death, has all Summon Nature's Ally spells
- May select from the following domains: Air, Animal, Death, Earth, Healing, Fire, Ocean, Pestilence, Plant, Scalykind, Spider, Storm, Water, Windstorm
- Instead of turn/rebuke undead, gain rebuke animals. This counts as turn/rebuke undead for prerequisites and powering feats. It does not affect magical beasts.