Druid

Ability Requirements :	Wisdom 12
				Charisma 15

Primr Requisites:	Wisdom
			Charisma

Allowed Races:	Human, Half-elf

	A Druid’s alignment may be neutral good, neutral evil, or true neutral.
	Usually, a Druid with a score of 16 or more in wisdom will receive a bonus of 5% to his character experience points and a Druid with a score of 16 or more in charisma will also gain a bonus of 5% to his experience points.
	A Druid may use all crude weapons. A Druid may use all crude armors and shields.
	A Druid have a hit dice of d8, the thaco of priests, and the saving throws of priests.
	A Druid can use all magical items allowed to priests.
	Druid gains bonus spells from a high wisdom score.
	All Druid worship the nature itself and most do everything he can to protect it. If they voluntarily destroy anything natural in the nature they shall be ripped of their special abilities until atonment is done.
	A Druid who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, a Druid must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.

Druid Spell Progression
Druid					Spell Level
Level		1	2	3	4	5	6	7	8	9	10
1		1	-	-	-	-	-	-	-	-	-
2		2	-	-	-	-	-	-	-	-	-
3		2	1	-	-	-	-	-	-	-	-
4		3	2	-	-	-	-	-	-	-	-
5		4	2	1	-	-	-	-	-	-	-
6		4	3	2	-	-	-	-	-	-	-
7		4	3	2	1	-	-	-	-	-	-
8		4	3	3	2	-	-	-	-	-	-
9		4	4	3	2	1	-	-	-	-	-
10		5	4	3	2	2	-	-	-	-	-
11		5	4	4	3	3	1	-	-	-	-
12		5	4	4	4	4	2	-	-	-	-
13		5	5	5	4	4	2	-	-	-	-
14		5	5	5	4	4	2	1	-	-	-
15		5	5	5	5	5	3	1	-	-	-
16		5	5	5	5	5	3	2	1	-	-
17		5	5	5	5	5	3	3	2	-	-
18		6	5	5	5	5	3	3	2	1	-
19		6	5	5	5	5	4	3	3	1	-
20		6	6	5	5	5	4	3	3	2	1
21		6	6	5	5	5	5	4	4	2	1
22		6	6	6	6	5	5	4	4	3	1
23		6	6	6	6	5	5	5	5	3	2
24		6	6	6	6	5	5	5	5	4	2
25		6	6	6	6	6	6	6	5	5	3
26		7	7	7	7	6	6	6	6	5	3
27		7	7	7	7	7	7	7	6	6	4
28		7	7	7	7	7	7	7	7	7	4
29		8	8	8	8	7	7	7	7	7	5
30		8	8	8	8	8	8	8	7	7	5

Priestly Spell Point Progression
	Max, Spell
Druid	Momorize at	Spell
Level	Each Level	Points
1	3		4
2	3		8
3	4		15
4	5		25
5	6		40
6	6		60
7	6		75
8	6		100
9	6		130
10	6		160
11	7		240
12	7		310
13	7		330
14	7		370
15	8		440
16	8		530
17	9		620
18	9		685
19	9		765
20	9		905
21	9		1025
22	9		1110
23	9		1270
24	9		1330
25	9		1555
26	9		1640
27	9		1865
28	10		1970
29	10		2075
30	10		2170

Priestly Spell Cost By Level

Spell	Major	Major	Minor	Universal
Level	Fixed	Free	Fixed	Free
Orison	-	-	-	1
1st	4	8	6	12
2nd	6	12	9	18
3rd	10	20	15	30
4th	15	30	23	60
5th	22	44	33	88
6th	30	60	45	120
7th	40	80	60	160
8th	50	100	75	200
9th	60	120	90	240
10th	70	140	105	280

Proficiency Group Crossovers: General, Priest.
Weapon Proficiencies			Nonweapon Proficiencies
Initial	# Levels	Thaco Penalty	Initial		# Levels
   2	 	    4		-3		   4		  	   3

Wealth Option: 3d6 x 10 GP

Druid can specialize in only one of the following fighting style : One Handed, Two-Handed, Weapon & Shield; but can use all of them.

# of Attack Per Round
Druid
Level		# of Att/rnd
1-8		1/1
9-16		3/2
17+		2/1

Druids receive 130 character points to purchase abilities.

70	Access to Spheres[See the Priest section in Spells & Magic]
	3/5	All
	3/5	Astral
	5/10	Charm
	5/10	Combat
	5/10	Creation
	5/10	Divination
	3/5	Guardian
	5/10	Healing
	5/10	Necromancy
	5/10	Protection
	5/10	Summoning
	8/20	Elemental
		2/5	Elemental Water
		3/8	Elemental Earth
		2/5	Elemental Air
		3/8	Elemental Fire
	5/10	Animal
	5/8	Chaos
	5/8	Law
	5/10	Numbers
	5/10	Plant
	3/5	Sun
	5/10	Thought
	5/10	Time
	3/5	Travelers
	3/5	War
	5/10	Wards
	5/10	Weather
5/10/15Armor use(Light/Medium/Heavy)
10	Animal Empathy[See the Priest Section in Spells & Magic]
15	Armor Class Improvement[See the Priest Section in Spells & Magic]
2/5	Casting Time Reduction(1 Sphere/All) [See the Priest Section in Spells & Magic]
5	Cold Resistance[See the Priest Section in Spells & Magic]
10	Communication(Animals languages only)[See the Priest Section in Spells & Magic]
10	Detect Evil[See the Priest Section in Spells & Magic]
10	Detect Undead[See the Priest Section in Spells & Magic]
10	Expert Healer[See the Priest Section in Spells & Magic]
10/15	Extended Spell Duration[See the Priest Section in Spells & Magic]
7	Fire*/Electrical Resistance[See the Priest Section in Spells & Magic]
5/10	Hit Point Bonus(d10/d12)
5/8	Identify plants and Animals[See the Priest Section in Spells & Magic]
5+	Immunity to Charm[See the Priest Section in Spells & Magic]
15	Immunity to Magic[See the Priest Section in Spells & Magic]
5/10	Inspire/Enrage Allies[See the Priest Section in Spells & Magic]
10	Immunity to Normal Disease[See the Priest Section in Spells & Magic]
15	Know Alignment[See the Priest Section in Spells & Magic]
5/7	Pass Without Trace[See the Priest Section in Spells & Magic]
5+	Nonweapon Proficiency Group Crossovers[See the Priest Section in Spells & Magic]
5	Purify Water[See the Priest Section in Spells & Magic]
5/15	Resist Energy Drain[See the Priest Section in Spells & Magic]
5	Secret Language[See the Priest Section in Spells & Magic]
15+	Shapechange[See the Priest Section in Spells & Magic]
10/15	Shapechange[See the Druid Section in Skills & Powers]
4+	Spell-like Granted power[See the Priest Section in Spells & Magic]
	+1/spell level for Priest Spells
	+2/spell level for Wizard Spells
	+5 for a once a day use
	+1/spell level for each daily use
	+10 for a continous or persistent Power
30+	Spirit Powers[See the Priest Section in Spells & Magic]
5	Hide In Shadows(See below)[See the Thief Section in Skills & Powers]
5	Move Silently(See below)[See the Thief Section in Skills & Powers]
15	Turn Undead/Control Undead(See Below)
15	Unarmed Combat Skills[See the Priest Section in Spells & Magic]
15/20	Warrior Ability Bonuses[See the Priest Section in Spells & Magic]
5/15	Weapon Selection(Thief/All)
15	Weapon Specialization
25	Wizardly Priest[See the Priest Section in Spells & Magic]
10/15	Combat Bonus(Warrior/Monster thaco)
15	Wizardly Priest[See the Cleric Section in Skills & Powers]
10	Bonus Spell: Animal Friendship 1/day[See the Druid Section in Skills & Powers]
5	Elemental Spell Bonus[See the Druid Section in Skills & Powers]
20	Shapechange[See the Druid Section in Skills & Powers]
5/10/15Immunities(Low/Medium/High)[See the Priest Handbook]
15	Charm/Fascination[See the Priest Handbook]
15	Inspire Fear[See the Priest Handbook]
10	Defiance of Restriction or Obstacle[See the Priest Handbook]
10/15/20Incite Berserker Rage(In 10 rounds/5 rounds/1 round)[See the Priest Handbook]
10	Prophecy[See the Priest Handbook]
5	Soothing Word[See the Priest Handbook]
10	Weapon Profifiency Group Crossovers(10 character points per new class)
29	Wild Shape(See below)
8	Animal Companion(See below)
10	Immunity to All Poison at level 16th
5	Vigorous Health at level 16th(Never loose physical abilities due to aging)
10	Appearance Alteration at level 16th(See below)
4	Hibernation at level 17th(See below)
10/12/14/15Enter Elemental Plane(See below)
	Earth at level 17th/Fire at level 18th/Water at level 19th/Air at level 20th
3	Nonweapon Proficiency Bonus: Any 3 languages, even outerplanar creatures such as: Celestial, Abyssal, Infernal, etc…)
5	Climb Walls(See below)[See the Thief section in Skills & Powers]
10	Detect Illusion(See below)[See the Thief section in Skills & Powers]
10	Detect Magic(See below)[See the Thief section in Skills & Powers]
5	Detect Noise(See below)[See the Thief section in Skills & Powers]
10	Escaping Bonds(See below)[See the Thief section in Skills & Powers]
10	Find/Remove Traps(See below)[See the Thief section in Skills & Powers]
5	Hide In Shadows(See below)[See the Thief section in Skills & Powers]
5	Move Silently(See below)[See the Thief section in Skills & Powers]
10	Tunnelling(See below)[See the Thief section in Skills & Powers]
10	Identify Runes(See below)[See the New General Proficiencies{Thieving Skills} for more information]
3/5	Weapon Proficiency Bonus: 1/5 level for 3 points, 1/4 level for 5 points
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus
2	Able to Use the Fighting Style Two Weapon

Restriction
24	Level Restriction(See Below)
5	Holysymbol is consumed during the casting of a spell
5/10/15Weapon Selection(All Crude/Wizard/None)
5/10	Reduced Hit Dice(d6/d4)
5/10	Reduced Combat Ability(Rogue/Wizard thaco)
5	Awkward Casting Method[See the Priest section in Spells & Magic]
2	Behavior/Taboo[See the Priest section in Spells & Magic]
5	Difficult Spell Acquisition[See the Priest section in Spells & Magic]
5	Ceremony/Observance[See the Priest section in Spells & Magic]
10	Hazardous Spells[See the Priest section in Spells & Magic]
5	Fanaticism[See the Priest section in Spells & Magic]
7/10/15Armor Restriction(All Crude/Light/None)
5+	Limited Magical Item Use[See the Priest section in Spells & Magic]
5	Limited Spell Selection[See the Priest section in Spells & Magic]
15	Reduced Spell Progression[See the Priest section in Spells & Magic]
5	Slower Casting Time[See the Priest section in Spells & Magic]
8	Talisman/Symbol[See the Priest section in Spells & Magic]

	Wild Shape: 
		Priest
		Level	Shape/day
5	small to man size, 1/day
6	2/day
7	3/day
8	large size
9	–
10	4/day
11	tiny size
12	Dire form
13	–
14	5/day
15	huge size
16	Elemental form 1/day
17	–
18	6/day, Elemental form 3/day

Animal Companion: A 1st-level priest may begin play with an animal companion. This animal is one that the priest has befriended with the spell animal friendship. As such, it can have no more than 2 hit dice. A 1st-level priest may have more than one animal companion, provided the animal’s total Hit Dice don’t exceed 2. The priest will gain the same benefits from those animal companions as the Familiar class ability of the wizards. The priest can also cast animal friendship on other animals during play but he wont get the Familiar benefits from them.
Appearance Alteration: Appearance alteration is accomplished in one round. A height and weight increase or decrease of 50 percent is possible, with an apparent age from childhood to extreme old age. Body and facial features can resemble any human or humanoid creature. This alteration is not magical, so it cannot be detected by any means short of true seeing.
Hibernation: The character gains the biological ability to hibernate. His body functions slow to the point where the character may appear dead to a casual observer; aging ceases. The character is completely unconscious during hebernation. He awakens either at a preordained time or when there is a significant change in his environment.
Enter Elemental Plane: A 17th-level priest can also enter the elemental plane of earth at will. The Transference takes one round to complete. This ability also provides the means to survive on that plane, move around, and return to the Prime Material plane at will. It does not confer similar abilities or immunities on the Prime Material plane. The same applies to all elemental plane the character gains during level advancement.
Turn/Control Undead: A Druid can turn/control undead a number of time per day equal to three + the character’s charisma/leadership bonus.
Level Restriction: 
	Druid Organization
		Druids have a worldwide structure. At their upper level (12th and above), only a few druids can hold each level.
	Druids, Archdruids, and the Great Druid
		At 12th level, the druid character acquires the official title of “druid” (all druid characters below 12th level are officially known as “initiates”). There can only be nine 12th level druids in any geographic region (as defined by oceans, seas, and mountain ranges; a continent may consist of three or four such regions). A character cannot reach 12th level unless he takes his place as one of the nine druids. This is possible only if there are currently fewer than nine druids in the region, or if the character defeats one of the nine druids in magical or hand-to-hand combat, thereby assuming the defeated druid’s position. If such combat is not mortal, the loser drops experience points so that he has exactly 200,000 remaining-just enough to be 12th level.
When a character becomes a 12th-level druid, he gains three underlings. Their level depends on the character’s position among the nine druids. The druid with the most experience points is served by three initiates of 9th level; the second-most experienced druid is served by three initiates of 8th level; and so on, until the least experienced druid is served by three 1st-level initiates.
Only three archdruids (13th level) can operate in a geographical region. To become an archdruid, a 12th-level druid must defeate one of the reigning archdruids or advance into a vacant position. Each of the three archdruids is served by three initiates of 10th level. From among the archdruids of the entire world, three are chosen to serve the Grand Druid. These three retain their attendees but are themselves servants of the Grand Druid.
The great druid (14th level) is unique in his region. He, too, won his position from the previous great druid. He is served by three initiates of 11th level.
The ascendance of a new great druid usually sets off shock waves of thurmoil and chaos through the druidical hierarchy. The advancement of an archdruid creates an opening that is fiercely contested by the druids, and the advancement of a druid creates an opening in their ranks.
	The Grand Druid and Hierophant Druids
		The Highest ranking druid in the world is the Grand Druid (15th level). Unlike great druids (several of whom can operate simultaneously in different lands), only one person in a world can ever hold this title at one time. Consequently, only one druid can be 15th level at any time.
The Grand Druid knows six spells of each level (instead of the normal spell progression) and also can cast up to six additional spell levels, either as a single spell or as several spells whose level total to six (e.g., one 6th-level spell, six 1st-level spells, three 2nd-level spells, etc.).
The Grand Druid is attended by nine other druids who are subject only to him and have nothing to do with the hierarchy of any specific land or area. Any druid character of any level can seek the Grand Druid and ask to serve him. Three of these nine are archdruids who roam the world, acting as is messengers and agents,. Each of them receives four additional spell levels. The remainder are normally druids of 7th to 11th level, although the Grand Druid can request a druid of any level to serve him and often considers applications from humble aspirants.
The position of Grand Druid is not won through combat, instead, the Grand Druid selects his successor from the acting great druids. The position is demanding, thankless, and generally unexciting for anyone except a politician. After a few hundred thousand points of such stuff, any adventurer worthy of the name probably is ready to move to something else.
For this reason, the Grand Druid reaches 16th level after earning only 500,000 more experience points. After reaching 16th level, the Grand Druid can step down from his position at any time, provided he can find a suitable successor (another druid with 3,000,000 experience points).
Upon stepping down, the former Grand Druid must relinquish the six bonus spell levels and all of his experience points but 1 (he keeps the rest of his ability). He is know a 16th-level hierophant druid, and begins advancing anew. The character may rise as high as 20th level as a hierophant druid (almost always through self training).

	Thieving Skill: To determine a druid’s % chance in a thieving skill that he
has bought, see below:
				Find/
Druid	Pick 	Open	Remove	Move	Hide In	  Detect	Climb	Read			
Level	Poclkets	Locks	Traps	Silently	Shadows  Noise	Walls	Languages  Appraisal  Tunnelling
1	15	10	5	10	5	  15	60	5	      10	         	15
2	20	15	10	15	10	  20	65	10	      15		20
3	25	20	15	20	15	  25	70	15	      20		25
4	30	25	20	25	20	  30	75	20	      25		30
5	35	30	25	30	25	  35	80	25	      30		35
6	40	35	30	35	30	  40	85	30	      35		40
7	45	40	35	40	35	  45	90	35	      40		45
8	50	45	40	45	40	  50	95	40	      45		50
9	55	50	45	50	45	  55	99	45	      50		55
10	60	55	50	55	50	  60	99	50	      55		60
11	65	60	55	60	55	  65	99	55	      60		65
12	70	65	60	65	60	  70	99	60	      65		70
13	75	70	65	70	65	  75	99	65	      70		75
14	80	75	70	75	70	  80	99	70	      75		80
15	85	80	75	80	75	  85	99	75	      80		85
16	90	85	80	85	80	  90	99	80	      85		90
17	95	90	85	90	85	  95	99	85	      90		95
18	99	95	90	95	90	  99	99	90	      95		99
19	99	99	95	99	95	  99	99	95	      99		99
20	99	99	99	99	99	  99	99	99	      99		99

Druid	Escape	Detect	Detect		Forge		Sign		Identify
Level	Bonds	Magic	Illusion	Bribe	Documents	Language	Runes
1	10	5	10	5	10		15		10
2	15	10	15	10	15		20		15
3	20	15	20	15	20		25		20
4	25	20	25	20	25		30		25
5	30	25	30	25	30		35		30
6	35	30	35	30	35		40		35
7	40	35	40	35	40		45		40
8	45	40	45	40	45		50		45
9	50	45	50	45	50		55		50
10	55	50	55	50	55		60		55
11	60	55	60	55	60		65		60
12	65	60	65	60	65		70		65
13	70	65	70	65	70		75		70
14	75	70	75	70	75		80		75
15	80	75	80	75	80		85		80
16	85	80	85	80	85		90		85
17	90	85	90	85	90		95		90
18	95	90	95	90	95		99		95
19	99	95	99	95	99		99		99
20	99	99	99	99	99		99		99