Druid

It will cost 1495 Turbine Points. 

Class Summary
Alignment: Neutral good, lawful neutral, neutral, or chaotic neutral.

Hit dice: d8

Class Skills

 * Skill points at 1st level: (4 + Intelligence modifier) x4


 * Skill points at each additional level: 4 + Intelligence modifier


 * [[Image:Skill_concentration.png‎|25px]]
 * Concentration (Con)
 * [[Image:Skill_diplomacy.png‎|25px]]
 * Diplomacy (Cha)
 * [[Image:Skill_heal.png‎|25px]]
 * Heal (Wis)
 * [[Image:Skill_listen.png‎|25px]]
 * Listen (Wis)
 * [[Image:Skill_spot.png‎|25px]]
 * Spot (Wis)
 * [[Image:Skill_swim.png‎|25px]]
 * Swim (Str)
 * }
 * Spot (Wis)
 * [[Image:Skill_swim.png‎|25px]]
 * Swim (Str)
 * }
 * }
 * }

Weapon and Armor Proficiencies:


A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities
 * [[Image:Feat_simpleweaponproficiency.png‎|25px]]
 * Simple weapons
 * [[Image:Feat_martialweaponproficiency.png‎|25px]]
 * Martial weapons (scimitar)
 * [[Image:Feat_armorproficiency_light.png‎|25px]]
 * Light armor (non-metal)
 * [[Image:Feat_armorproficiency_medium.png‎|25px]]
 * Medium armor (non-metal)
 * [[Image:Feat_shieldproficiency_general.png‎|25px]]
 * Shields (wood only and except tower shields).
 * }
 * [[Image:Feat_shieldproficiency_general.png‎|25px]]
 * Shields (wood only and except tower shields).
 * }
 * }

Paths
unknown

Advancement Table
Druids gain additional spell points when they increase level or by having high wisdom, check the tables here.


 * Includes Base SP from Spell point table plus 80 SP from Magical Training free feat.

Level 2
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
 * works against their own spike growth, also used by creatures in the The Red Fens

Level 5
Wild Shape: Harness animal instincts to transform yourself into various forms. Each wild shape has its own specialized set of spells to cast.
 * Druids can follow one of three transformation lines (prestige enhancements?) to customize their style of combat. Each transformation line has two subforms. Each subform adds and removes special abilities or traits found in the other subform or forms.
 * Wolf (melee DPS)
 * Wolf - sneaky form: knockdown attacks, backflip kicks, thunderous attacks
 * Winter Wolf - hit enemies with ice spells as you sprint through a crowd
 * Bear (tank)
 * Bear
 * Dire Bear - Change into the Dire Bear form as a Druid and gain bonuses to Strength, Constitution and access a whole host of bear spells!
 * Elemental (ranged DPS)
 * Water Elemental
 * Fire Elemental
 * Reference:, ,

PnP info: At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she 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.

The new form’s Hit Dice can’t exceed the character’s druid level.

Level 9
 Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Level 12
At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)

Level 13
 A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self disguise self spell, but only while in her normal form. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.

Level 15:

 * Timeless Body (passive): Your soul is balanced. No corrupt influences can possess your body after death - you are immune to the spawn effect of most undead.

Level 16
At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

Level 18
At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day.

Level 20
At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Spells

 * A druid casts divine spells, which are drawn from the druid spell list.
 * A druid must choose and prepare his spells in advance (see below).
 * To prepare or cast a spell, a druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
 * Like other spellcasters, a druid can prepare only a certain number of spells of each spell level per day.
 * His base daily spell allotment is given on Table: The Druid.

New spells to DDO coming with druids (taken from PAX videos):

Level 1


 * Produce Flame:
 * Target: Foe, Directional, Breakable
 * Spell Point Cost: 56 (Base: 6)
 * School: Evocation
 * Components: Somatic, Verbal
 * Spell Resistance: No
 * Flames as bright as a torch appear in your open hand and launch towards your foes. They deal 1d2+2 fire damage per caster level, up to 15d2+30 at caster level 15.

Level 2


 * Body of the Sun (also Sorc/Wiz 2)
 * Flame Blade (no DDO details yet, seems like it augments a weapon rather than creating one though)

Level 3


 * Call Lightning
 * Quench:
 * Target: Friend, Self, Foe, Positional, Breakable
 * Save: 20 (fortitude)
 * Duration: 1 minute
 * Spell Point Cost: 60 (Base:10)
 * School: Transmutation
 * Components: Somatic, Verbal
 * Spell Resistance: Yes.
 * A burst of water quenches flames. Lingering fire spells, such 'Wall of Fire', are dispelled. Your allies are cured of any lingering fire damage effects, and receive a +20 enhancement bonus to fire resistance.
 * Your enemies receive a -20 penalty to cold and electricity resistance. The resistance bonus and penalties increase to 35 at caster level 8, and 50 at caster level 12. They last one minute.
 * Fiery enemies, such as fire elementals, take 27to 33 cold damage per 4 caster levels, to a maximum of 108 to 132. A successful fortitude save halves the damage, and negates the resistance penalties.
 * D&D Dice: Deals 2d4 + 25 cold damage per 4 caster levels.

Level 5


 * Call Lightning Storm
 * Duration: 24 seconds plus 3 seconds per caster level
 * School: Evocation
 * Creates a stormcloud in a large radius that persists for 24 seconds plus 3 seconds per caster level, and every few seconds randomly strikes nearby enemies with bolts of lightning from the sky for 5d6 electrical damage, or 5d10 electrical damage outdoors. A successful Reflex save reduces the damage by half.


 * Mantle of the Icy Soul (also cleric 6)

Level 7


 * Word of Balance
 * Spell Point Cost: 60
 * Target: Foe
 * Duration: 5 seconds
 * Spell Point Cost: 60 (Base: 10)
 * School: Evocation
 * Components: Verbal
 * Spell Resistance: Yes
 * You utter elder words of balance, judging those who stray to far from the path of neutrality. Targets with an alignment one step away from True Neutral, such as Chaotic Neutral, take 7 to 12 bane damage for every two caster levels. Targets that are two steps away, just as Chaotic Evil, take 9 to 19 damage for every two caster levels, and are stunned for 5 seconds. True Neutral targets are immune to the effects of this spell.
 * D&D Dice: Deals 1d8+6 bane damage per 2 caster levels to creatures one step away from True Neutral. Deals 1d10+8 bane damage per 2 caster levels to creatures two steps away from True Neutral. ***The max damage rolls don't seem to match up the between the two notations.***

Level 8


 * Earthquake (Also a cleric 8 spell)
 * Spell Point Cost: 20
 * Target: Foe, Positional, Breakable
 * Duration: 30 seconds
 * Spell Point Cost: 20 (Base: 10)
 * School: Evocation
 * Components: Somatic, Verbal
 * Spell Resistance: No
 * Summons an earthquake beneath your enemies' feet. Enemies within the area of effect have an additional 30% spell failure chance, and every three seconds they are knocked down and take 2 to 16 plus caster level damage. A successful reflex save vs the damage halves the damage, and a reflex save vs the knockdown negates it. The earthquake lasts for 30 seconds, flying creatures are immune.
 * D&D Dice: Deals 2d8 plus 1 caster level bludgeoning damage.

Level 9
 * Regenerate (also cleric 7)
 * Spell Point Cost: 20
 * Target: Friend, Self, Undead Foe
 * Save: 25 (Will)
 * Duration: 30 seconds
 * Spell Point Cost: 20 (Base: 10)
 * School: Conjuration
 * Components: Somatic, Verbal
 * Spell Resistance: Yes
 * A positive energy conjuration that heals hitpoints, ability point damage, and level drain, and cures bleed effects. The enchantment lasts 30 seconds. Every 3 seconds the target is healed 6 plus caster level hitpoints and 2 ability point damage. Every 10 seconds the target is cured of bleed effects and 1 drained level.


 * Storm of Vengeance (also cleric 9)
 * Spell Point Cost: 20
 * Target: Foe, Positional, Breakable
 * Duration: 1 minute
 * Spell Point Cost: 20 (Base: 10)
 * School: Conjuration
 * Components: Material, Somatic, Verbal
 * Material Component(s): *I couldn't make out what it said here*
 * Spell Resistance: No
 * Conjures a storm with a massive thunderclap, deafening enemies, dousing them in acid rain, and lancing them with lightning bolts. Enemies within the cloud when it is first conjured are deafened for 3 seconds per caster level. Enemies within the storm take 4d6 acid damage every two seconds. Every 4 seconds, a random enemy in the storm takes 5d10 electricity damage. The storm lasts 3 seconds per caster level.

Source:

Capstone
An Epic druid gets an additional wild shape but not elemental. An Epic druid gets an additional bonus feat, looking through the list this will probably be a special wild shape form (colossal or dragon)