Druid

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Description-The fury of a storm,the gentle strength of the morning sun,the cunning of the fox, the power of the bear. all of these and more are at the druids command.The druid however claims no mastery over nature.That claim they say is the empty boast of a city dweller.The druid gains there power not by ruleing nature but being at one with it.To those who trespass on a druids sacred grove to those who feel there wrath the distinction is very fine.

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Hit Die: d8.

Class Skills: The druid's class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (nature) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones.

Class Level
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1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Attack Bonus
--------------
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+3
+13/+8/+4
+14/+9/+4
+15/+10/+5

Fort
Save
------
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
-------
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save
------
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Abilitys
----------
Nature Sense
Animal Companion
Woodland Stride
Trackless Step
Resist Natures Lure
Wild Shape(1/day)
Wild Shape(2/day)
Wild Shape(3/day)
Wild Shape(large)
Venom Immunity
Wild Shape(4/day)
Wild Shape(tiny)
Wild Shape(dire)
A Thousand Faces
Wild Shape(5/day)
Wild Shape(Huge)
Wild Shape(elemental 1/day)
Wild Shape(large)
Wild Shape(6/day elemental 3/day)


Level
----------------
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
0
-----
3
4
4
5
5
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
1
-------
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
5
5
5
5
5

2
------
-
-
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
5
5
5

3
------
-
-
-
-
1
2
2
3
3
3
4
4
4
4
4
5
5
5
5
5
4
-------
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
-----
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
5
5
6
------
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
7
-----
-
-
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
8
-----
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
4
9
------
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
2
3
4

 


A druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter. (Note: A druid can use wooden items that have been altered by the ironwood spell so that they function as though they were steel.)

Spells: A druid casts divine spells. A druid may prepare and cast any spell on the druid spell list provided she can cast spells of that level. She prepares and casts spells the way a cleric does (though she cannot lose a prepared spell to cast a cure spell in its place). To prepare or cast a spell, a druid must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier. Bonus spells for druids are based on Wisdom.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own.

Bonus Languages: A druid may substitute Sylvan for one of the bonus languages available to her. In addition, a druid knows the Druidic language. This secret language is known only to druids, and druids are forbidden from teaching it to nondruids. Druidic has its own alphabet.

Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. The druid can determine whether water is safe to drink or dangerous.

Animal Companion: A 1st-level druid may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship.
Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid.

Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.
Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys.

Wild Shape: At 5th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day. Unlike the standard use of the spell, however, the druid may only adopt one form. As stated in the spell description, the druid regains hit points as if he or she has rested for a day. The druid does not risk the standard penalty for being disoriented while in the wild shape.
The druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted. In addition, the druid gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. At 12th level or higher, she can take the form of a dire animal.
At 16th level or higher, the druid may use wild shape to change into a Small, Medium-size, or Large air, earth, fire, or water elemental once per day. The druid gains all the elemental's special abilities. At 18th level, the druid can do this three times per day.

Venom Immunity: At 9th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.
A Thousand Faces: At 13th level, a druid gains the supernatural ability to change his or her appearance at will, as if using the spell alter self.

Timeless Body: After achieving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, 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 nature or who changes to a prohibited alignment loses all spells and druidic abilities and cannot gain levels as a druid until she atones.

DRUID ANIMAL COMPANIONS
Druids and rangers can use the animal friendship spell to gain animal companions. Use these rules of thumb when characters have animal companions.
While the spell allows a character to have animals whose Hit Dice total double the character's caster level, that maximum assumes optimal conditions. The typical adventurer should be able to maintain animal companions whose Hit Dice total half the maximum caster level. If the character spends most of her time in the animals' home territory and treats them well, she can approach and even achieve her maximum Hit Dice. If she spends most of her time at sea, in cities, or otherwise in places that the animals don't like, her animals desert, and she will not be able to retain even half her maximum. Remember, these creatures are loyal friends but not pets or servants. They won't remain loyal if being the character's friend becomes too onerous.
The animal is still an animal. It's not a magical beast, as a familiar or a paladin's mount is. While it may have learned some tricks, it's still no more intelligent than any other animal of its kind, and it retains all its bestial instincts. Unlike intelligent followers or cohorts, animals can't follow complex instructions, such as "Attack the gnoll with the wand." A character can give a simple verbal command, such as "Attack" or "Come," as a free action, provided such a command is among the tricks the animal has learned. A more complex instruction, such as telling an animal to attack and pointing out a specific target, is a standard action. Animals are ill-equipped to handle unusual situations, such as combats with invisible opponents, and they typically hesitate to attack weird and unnatural creatures, such as beholders and oozes.
Left to its own judgment, an animal follows a character and attacks creatures that attack her (or that attack the animal itself). To do more than that, it needs to learn tricks. An animal with an Intelligence of 2 can learn six tricks. Possible tricks include:
"Attack": The animal attacks apparent enemies. The character may point to a particular creature to direct the animal to attack that creature. Normally, an animal will not attack unnatural creatures (though it will defend people, guard places, and protect characters against them). Teaching an animal to be willing to attack unnatural creatures counts as two tricks.
"Come": The animal comes to the character, even if the animal normally would not do so (such as following the character onto a boat).
"Defend": The animal defends the character (or is ready to defend the character if no threat is present).
"Down": The animal breaks off from combat or otherwise backs down.
"Fetch": The animal goes and gets something. The character must point out a specific object or the animal fetches some random object.
"Guard": The animal stays in place and prevents others from approaching.
"Heel": The animal follows the character closely, even to places where it normally wouldn't go.
"Perform": The animal does a variety of simple tricks like sitting up, rolling over, roaring, and so on.
"Protect": The animal follows a specific other character and protects him from danger (like "Defend," but for another character).
"Seek": The animal moves into an area and looks around for anything unusual.
"Stay": The animal stays in place waiting for the character to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
"Track": The animal tracks the scent presented to it.

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