Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible.
DRUID
Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. A druid is often accompanied by an animal companion. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid’s Wisdom score should be high, as this determines the maximum spell level that they can cast.
CLASS FEATURES
Alignment Restrictions: Must be neutral good, lawful neutral, true neutral, chaotic neutral, or neutral evil.
Hit Die: d8.
Proficiencies: Proficient with the club, dagger, dart, sickle, scimitar, spear, sling, and quarterstaff, as well as shields and light and medium armor.
Skill Points (*4 at 1st level): 4 + Int Modifier.
Spellcasting: Divine (Wisdom based, armor-related chance of spell failure is ignored).
Ex-Druids: A druid that is no longer neutral cannot gain levels.
topic Bonus Feats: The epic druid gains a bonus feat every four levels after 20th
Epic Druid Bonus Feats: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Dragon Form, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Greater Wisdom, Improved Combat Casting
DRUID ABILITIES
Nature Sense
The druid gains a +2 bonus to all attacks made while fighting in
wilderness areas.
Gained: 1st level.
Use: Automatic.
Animal Companion
Druids may summon forth a stalwart animal companion.
Gained: 1st level
Use: Once per day, until killed or unsummoned.
Bonuses: Animal companions are chosen at character creation and
can be changed with each new druid class level.
Woodland Stride
Druids may walk with ease through magical and non-magical
impediments to movement.
Gained: 2nd level.
Use: Automatic.
Bonuses: Immune to grease, web, and entangle spells and effects.
Trackless Step
Druids move stealthily through wilderness areas.
Gained: 3rd level.
Use: Automatic.
Bonuses: Grants a +4 competence bonus to Hide and Move
Silently checks when in wilderness areas.
Resist Nature’s Lure
Due to their inherent understanding of nature, druids can avoid
the most common dangers that the natural world presents.
Gained: 4th level.
Use: Automatic.
Bonuses: Grants a +2 insight bonus to saving throws against all
fear spells and effects.
Wild Shape
The druid gains the ability to shape shift into various animal
forms.
Gained: 5th level.
Use: Selected. Once per day at 5th level, twice per day at 6th
level, three times per day at 7th level, four times per day at 10th
level, five times per day at 14th level, and at 18th level, Wild
Shape may be used six times a day. This ability lasts one hour per
level.
Bonuses: The druid may choose from several different animal
forms (and these forms improve as the druid gains levels).
Venom Immunity
Druids are eventually able to resist the effects of most poisons.
Gained: 9th level.
Use: Automatic.
Bonuses: Immune to poison.
Elemental Shape
The druid gains the ability to shape shift into various elemental
forms.
Gained: 16th level.
Use: Selected. Once per day at 16th level, twice per day at 17th
level, and three times per day at 19th level. This ability lasts one
hour per level.
Bonuses: Huge elementals at 16th level and elder elementals at
20th level.
CUSTOM FEATURES
Detect Magic - Druids can Detect Magic.
Extra Wildshapes - DRUIDS gain extra wild shapes here. Wild Shapes also allow greater degree of interaction especially with animals of like form.
Expanded Spell Availability - As a practitioner of the miraculous spells, DRUIDS have a SPELLBOOK which may contain SPECIAL SPELLS your PC has learned.
Florafoster - A druid can TALK to any tree to ask it to give up its dead branches, providing DEADWOOD (item) to the druid.
Hidden Trails - Druids can find, use and aid others to use hidden trails.
Rest - Druids can rest without gear, and can even create fireless campsites for others to use.
Scavenging - Druids scavenge for resources other classes would likely miss.
Tracking - Druids can track.
Druid Coves - Allows druid to consecrate a grove.