Druid

Beta

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_intimidate.png‎|25px]]
 * Intimidate (Cha)
 * [[Image:Skill_listen.png‎|25px]]
 * Listen (Wis)
 * [[Image:Skill_spot.png‎|25px]]
 * Spot (Wis)
 * [[Image:Skill_swim.png‎|25px]]
 * Swim (Str)
 * }
 * [[Image:Skill_spot.png‎|25px]]
 * 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]] (club, dagger, dart, quarterstaff, sickle, unarmed)
 * 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
Nature's Warrior

Aspirant Adept

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 1
Druidic Oath Call Wolf Companion Wild Empathy Wilderness Lore Goodberry
 * Druids are prohibited from wearing metal armour or using metal shields. Doing so suppresses your Druidic abilities. Warforged Druids are forbidden from taking armour feats other than Composite Body.
 * Activate this ability to summon your wolf companion.
 * Activate this ability to lower an animal's or beast's aggression, effectively mesmerizing them.
 * Represents your knowledge of the wilderness.
 * Transmutes natural matter around you into Goodberries. Goodberries are infused with primal magic, and provide a full meal's nourishment. If eaten in a tavern, they act as tavern food and drink, refilling your health and spell points. When cast, Goodberries appear in your inventory. The higher the caster level, the more nourishing the Goodberries are.

Level 2
Wild Shape:
 * Druids must pick between Wolf or Bear.
 * Wolf - Transform into a wolf. While in Wolf form, you gain a +1 racial bonus to damage, a +3 bonus to attack while flanking, and a +10% enhancement bonus to movement speed. You gain a -2 penalty to intelligence and charisma. While in wolf form, you gain access to a number of spells and enhancements that require Wolf form, but you have a -5 caster level penalty to casting other spells and your spells have triple their normal cooldowns.


 * Bear - Transform into a bear. While in Bear form, you gain a +2 racial bonus to constitution, and +10% AC. You gain a -2 penalty to intelligence and charisma. While in Bear form you gain access to a number of spell and enhancements that require Bear form, but the cooldowns of your non-animal form spells are increased to 2.5 times their normal length. Your natural attacks do 1d8 damage, and critically hit for double damage on a roll of 20. Your equipped weapon's treasure effects, such as the 1d6 fire damage from the flaming effect, are still applied to your attacks. You are considered an animal. If you are a warforged you are no longer considered a Living Construct, and can be healed normally by positive energy spells, and you become immune to repair spells. You cannot use wands or scrolls while in animal form.

Level 5
Wild Shape:
 * Druids now are granted the shape they did not pick at level 2.

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

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
See Category:Druid spells

Capstone
See Druid enhancements.