Druid
The Druids are an exclusive society that reveres nature in all its glory. Although most societies claim dominance over society, the Druid understands that harmony with nature is the
true way of Irth. Druids seek personal perfection through action as well as contemplation. They train themselves to fight without weapons or armor, preferring to be as natural as
possible.
Characteristics: A druid is a fighter who does not believe in weapons or armor. They instead perfect their fighting skills through unarmed combat. A druid believes that their body,
alone and without altering, is the perfect weapon. They see the focus of other fighter-types on weapons and armor as only a hindrance to that perfection.
Alignment: The druid generally follows the laws of nature. Because nature itself is a neutral entity, possessing no ill will, but also favoring none, druids tend to follow this neutral path.
They tend to fall on the side of law as long as it does not contradict nature.
Background: Druids are keepers of nature. Few simply join the Druidic Order. For some it is a family tradition that is carried on by the next generation. For others the call to protect
nature is so strong that they actually seek out the Druids to try to help fight for nature. And there is still the chosen few that are actually sought out by the Druidic Order because of
great deeds or love for nature. Whatever the reason, a druid adventurer seeks unity with nature. Many adventure to spread the word of Druidic ways. Adventuring is not common
because the role of a druid is to act as a protector of a certain region. Druids that find others while adventuring feel a strong bond and would likely help out another druid if help was
necessary.
Races: The Druidic order is not exclusive to whom they count in their ranks. Therefore a druid could come from any race or background. The Druidic order was founded by star elves,
but their numbers were surpassed with the return of humans. The only race that does not contribute members to the Druidic order is the Lirtyp. That is not to say that they do not
have those within their society that act much the same, it merely means they choose not to join the order itself.
Other Classes: Druids do not understand the basic tenet of society, that of a domination over nature rather than a perfect balance with it. Because of this, Druids tend not to associate
with classes generally associated with civilization. Druids are most comfortable with barbarians and rangers due to their association with nature. Because Druidic life is very focused.
Therefore classes that abide by spontaneity, like bards and sorcerers, are generally not well received by most druids. Druids most often disagree with warrior types because they see
the use of weapons and armor as weight holding them down from reaching their true potential. Generally, druids are seen as distant because they have little in common with most of
the other classes.
Hit die: d8
The druid�s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Read Lips (Int), Swim (Str), and Tumble (Dex).
Skill Points at each level: 4 + Int modifier.
Class Features:
The following are class features of the Bard class.
Weapon and Armor Proficiency: Druids are not proficient with any weapons, armor, or shields. In fact, if a druid were to use any they would lose all of their abilities retaining only their base attack bonus level (as if they were a Foci), saving throw bonuses, and their starting base speed. A druid however has developed a �sixth sense� that lets them add their Wisdom modifier to their AC (except if it�s negative). This heightened awareness is not lost even in situations where the druid would lose their Dexterity modifier due to being unprepared, ambushed, stunned, and so on.
Improved Unarmed Strike: Druids are trained to respect Irth and everything on it. Because of this, they believe that the only weapon that they need is their body. A druid automatically receives the Improved Unarmed Strike Feat and thus does not provoke attacks of opportunity when attacking. A druid�s attacks may be with either fist interchangeably or even from elbows, knees, or feet. Thus, making an off-hand attack makes no sense for a druid.
Flurry of Blows: The druid may strike with a flurry of blows at the expense of accuracy. When doing so, the druid may make one extra attack in a round at their highest attack, but this attack and each other attack made that round suffers a -2 penalty apiece. For example, Ven, a 6th level character gets two attacks at +7 and +4. If he were to execute a flurry of blows his attacks would be +5, +5, +2 respectively. This penalty of -2 applies for the full round, thus affecting any attacks of opportunity. Further, this attack style requires the full round action.
Stunning Attack: A druid has the ability to stun a creature damaged by their unarmed attacks. The druid may use this ability once per round, but no more than once per level per day. The druid must declare that they are using a stunning attack before making the attack roll. A foe struck by this is forced to make a Fortitude saving throw (DC 10 + � the monk�s level + Wisdom modifier), in addition to receiving normal damage. If the saving throw fails, the opponent is stunned for one round. A stunned character can�t act and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against them. This does not affect creatures immune to critical hits. Stunning attack is a supernatural ability.
Evasion: At 5th level a druid gains the ability to avoid damage. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the druid instead takes no damage on a successful save and only half damage all the time. Evasion is an extraordinary ability.
Druid Group: TBD
Deflect Arrows: At 2nd level a druid gains the Deflect Arrows Feat.
Blind Fight: At 2nd level a druid gains the Blind Fight Feat.
Choice: At 3rd, 6th, 9th, 13th, 16th, and 19th levels the druid gets a choice of a feat that pertains to unarmed combat, as long as they meet the prerequisites. The choices are: Blindsight (5-foot Radius), Circle Kick, Close-Quarters Fighting, Combat Reflexes, Dash, Dodge, Eagle Claw Attack, Extra Stunning Attacks, Eyes in the Back of Your Head, Feign Weakness, Fists of Iron, Lightning Fists, Lightning Reflexes, Nip Up, and Pain Touch. Those feats not described in this book are described in one of the companion Dungeons and Dragons books.
Still Mind: At 3rd level a druid gains, through meditation, a +2 to saves against mind altering affects.
Slow Fall: At 4th level a druid gains the ability, when within arm�s reach of a wall, to slow their descent. The monk takes damage as if the fall were shorter in proportion to their base speed. That is, at 6th level the fall should be treated as if it were 40 feet less and at 16th level the fall should be treated as if it were 60 feet less.
Wholeness of Body: At 5th level a druid gains the supernatural ability to heal faster. The druid can cure up to twice their current level in hit points each day.
Improved Evasion: At 7th level a druid�s evasion ability improves. The druid still takes no damage on a successful Reflex saving throw, but henceforth they take no damage on a failed save.
Leap of the Clouds: At 8th level a druid�s jumping distance (horizontal or vertical) is not limited according to their height.
Diamond Body: At 10th level a druid is in such control of their own metabolism that there are immune to poisons of all kinds and to all non-magical diseases. Diamond Body is a supernatural ability.
Meditation: At 11th level a druid no longer needs the normal amount of sleep. Instead of the standard 8 hours of sleep the druid can instead meditate for 4 hours and receive all of the benefits instead. The meditation must be uninterrupted to receive the effects, like sleep, but it is very easy to leave the meditative state and become fully alert.
Sustenance: At 14th level a druid gains the ability to subsist on a minimal amount of food. The druid only needs � the normal amount of food to survive. Sustenance is a supernatural ability.
Quivering Palm: At 16th level a druid has the ability to make a devastating if possibly lethal attack. The quivering palm attack can be used once per game session. The intention of using the attack must be noted before making the attack roll. The target must be of a lower level than the druid or have more levels than the target� number of Hit Dice and cannot be immune to critical hits. If the druid is successful and damage is landed, the quivering palm attack succeeds. The target must make a Fortitude saving throw (DC 10 + � the monk�s level + Wisdom modifier), if the check fails the target dies. If the save succeeds the target takes damage as if another normal attack was landed. Quivering palm is a supernatural ability.
Tongues: At 17th level a druid can communicate with any living creature.
Blindsight: At 19th level a druid gains the ability to perceive danger without the sense of sight. Relying on vibrations and mostly on sound, a druid can now be considered to have sight within 30 feet. Outside of that range, blindsight doesn�t work. Further, anything that would deprive the druid of their hearing would also negate the effects of blindsight.
Timeless Body: At 20th level a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties that have already been acquired remain in place. Bonuses still accrue, and the druid dies of old age when their time is up.
| Class Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Def | Rep | Special | Spd | Dam |
| 1 | +0 | +2 | +2 | +2 | +2 | +1 | IUS, Stunning Attack, Evasion, Druid Group | 30 | d6 |
| 2 | +1 | +3 | +3 | +3 | +3 | +1 | Deflect Arrows, Blind Fight | 30 | d6 |
| 3 | +2 | +3 | +3 | +3 | +3 | +2 | Choice, Still Mind | 30 | d8 |
| 4 | +3 | +4 | +4 | +4 | +3 | +2 | Slow Fall | 30 | d8 |
| 5 | +3 | +4 | +4 | +4 | +4 | +3 | Wholeness of Body | 30 | d8 |
| 6 | +4/1 | +5 | +5 | +5 | +4 | +3 | Choice | 40 | d10 |
| 7 | +5/2 | +5 | +5 | +5 | +5 | +4 | Improved Evasion | 40 | d10 |
| 8 | +6/3 | +6 | +6 | +6 | +5 | +4 | Leap of the Clouds | 40 | d10 |
| 9 | +6/3 | +6 | +6 | +6 | +5 | +5 | Choice | 40 | d10 |
| 10 | +7/4/1 | +7 | +7 | +7 | +6 | +5 | Diamond Body | 40 | 2d6 |
| 11 | +8/5/2 | +7 | +7 | +7 | +6 | +6 | Meditation | 50 | 2d6 |
| 12 | +9/6/3 | +8 | +8 | +8 | +7 | +6 | 50 | 2d6 | |
| 13 | +9/6/3 | +8 | +8 | +8 | +7 | +7 | Choice | 50 | d12 |
| 14 | +10/7/4/1 | +9 | +9 | +9 | +7 | +7 | Sustenance | 50 | d12 |
| 15 | +11/8/5/2 | +9 | +9 | +9 | +8 | +8 | 50 | d12 | |
| 16 | +12/9/6/3 | +10 | +10 | +10 | +8 | +8 | Choice, Quivering Palm | 60 | 2d8 |
| 17 | +12/9/6/3 | +10 | +10 | +10 | +9 | +9 | Tongues | 60 | 2d8 |
| 18 | +13/10/7/4/1 | +11 | +11 | +11 | +9 | +9 | 60 | 2d8 | |
| 19 | +14/11/8/5/2 | +11 | +11 | +11 | +9 | +10 | Choice | 60 | d20 |
| 20 | +15/12/9/6/3 | +12 | +12 | +12 | +10 | +10 | Timeless Body | 60 | d20 |