Most men seek to tame the wilds, changing the world to suit their whims. Druids take an entirely different view. They understand that the magnificence of nature is as close to perfection as a mortal is ever likely to see.
Druids are gifted with the powers of nature, allowing them to change their shape and command both animal and beast. These mysterious protectors are very rare, but also exceedingly powerful.
Hit Points Per Level: 6
Base Attack Bonus Per Level: .5
Class Skills: Athletics (STR), Craft (INT), Fly (DEX), Handle Animal (CHA), Heal (WIS), Knowledge Geography (INT), Knowledge Nature (INT), Perception (WIS), Profession (WIS), Ride (DEX), Survival (WIS)
Skill Ranks Per Level: 6 + INT modifier
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Class Features
Druids gain access to the following class features.
Weapon and Armor Proficiency: Druids are proficient with all simple weapons. They are also proficient with all natural attacks (claw, bite, etc). Druids are proficient with light armor and shields (except tower shields).
Focused Attribute: Wisdom or Charisma
Spells: A druid may cast spells from any Aspect they have access to. They gain access to the greater path of Nature and must possess both Earth and Life to select this class. A character must have a Focused Attribute score of 10 + the spell level of the spell in order to cast it. The DC for a saving throw against the druid’s spell is 10 + the spell level + Focused Attribute Modifier.
A druid’s starts with spell points equal to their focused attribute modifier, plus 3 points for each level in the druid class. Their Recovery is equal to their constitution modifier, plus their druid level.
Arcane Bond: At 1st level the druid forms a bond with either an animal companion or an eldimagus. The druid may begin play with any animal companion listed in the Animal Companion section, or choose an unfinished eldimagus from the Eldimagus section.
Natural Lore: A druid gains a +4 bonus to Knowledge: Nature and Survival checks.
Wild Empathy: A druid can improve the attitude of an animal in the same way a Diplomacy check can be used to change the attitude of a person. The druid rolls a d20 and adds his charisma modifier and druid level to the total.
Woodland Stride: At 2nd level a druid may move through any sort of undergrowth (thorns, briars, overgroth, etc) at normal speed.
Trackless Step: Beginning at 3rd level a druid leaves no trail in natural surroundings and cannot be tracked.
Resist Nature’s Lure: At 3rd level a druid gains a +4 to saving throws against Nature or Earth spells and spell like abilities.
Wild Shape: At 4th level a druid may select a Small or Medium creature. They may shape change into that creature at will. Doing so takes a standard action. This ability may be used as often as a druid wishes.
At each level after 4th the druid may add another Small or Medium form to the list of animals into which he can change. A druid loses the ability to speak while in animal form, but may communicate with other animals of that type.
Venom Immunity: At 4th level the druid becomes immune to all poisons.
A Thousand Faces: At 5th level the druid gains the ability to change his physical appearance at will per the Alter Self spell.
Greater Wild Shape: At sixth level the druid gains access to Greater Wild Shape. They may now select a large or tiny creature. They may also change into a small elemental of any Aspect they know.
Timeless Body: At sixth level the druid becomes immune to the physical effects of aging. This ability does not extend their natural life span, but it does guarantee that they will stay young until the day they die of old age. This ability also doubles the number of years awarded by Catalysts, raising that number from 10 to 20.