The druid is a force of nature. She can be a gentle guardian who helps people live in harmony with nature, or a twisted avenger who treats all despoilers with harshness. Whatever her methods, the druid reveres nature and wilderness and seeks to be at one with it.

Abilities: Wisdom is important for many druid abilities. Druids use the 3/4 table for base attack bonus, the high table for fortitude and willpower saves, and the low table for reflex saves.

Alignment: Any

Hit Die: d8

Skill Points: 4 + Int modifier

Starting Gold: 2d4 x 10gp

Weapon & Armor Proficiency: Druids are proficient with all simple weapons and with light and medium armors. However, they may only use weapons, armor, shields, and tools made of non-refined, natural materials, such as wood, stone, leather/hide, crystal, and bone.

1+0+2+0+2Wild Empathy, Wild Shape: Animal
2+1+3+0+3bonus feat, Woodland Stride
3+2+3+1+3bonus feat, Trackless Step
4+3+4+1+4bonus feat
5+3+4+1+4bonus feat
6+4+5+2+5bonus feat
7+5+5+2+5bonus feat
8+6/+1+6+2+6bonus feat
9+6/+1+6+3+6bonus feat, Venom Immunity
10+7/+2+7+3+7bonus feat
11+8/+3+7+3+7bonus feat
12+9/+4+8+4+8bonus feat
13+9/+4+8+4+8bonus feat
14+10/+5+9+4+9bonus feat
15+11/+6/+1+9+5+9bonus feat
16+12/+7/+2+10+5+10bonus feat
17+12/+7/+2+10+5+10bonus feat
18+13/+8/+3+11+6+11bonus feat
19+14/+9/+4+11+6+11bonus feat
20+15/+10/+5+12+6+12bonus feat

Bonus Language: In addition to whatever bonus languages may be available to the druid because of race, Sylvan is also available to be selected.

Wild Empathy: A Druid may use this ability as if it were the Diplomacy skill when dealing with animals. Add Cha modifier + Druid level to a d20 roll for this ability. This ability is used exactly like Diplomacy and both Druid and animal must be able to see each other well enough to interpret body language.

Wild Shape: Animal: A Druid chooses one normal animal type whose size is either small or medium, and whose hit dice do not exceed 2. The Druid can polymorph herself into this animal type once per day as a standard action that provokes attacks of opportunity. While in animal form, the Druid retains her mental ability scores, skill ranks, hit points, base save bonuses, and base attack bonus. Saves, skills, damage, and attack bonus are all modified by the animal's physical ability scores and size, not the Druid's (note that hit points do not change, regardless of the new form's Con score). The Druid is otherwise typical for the animal type. The Druid gains special qualities and feats of the animal, such as a wolf's Scent ability. A Wild Shaped Druid can speak with other animals of the same type. Every time the Druid uses a Wild Shape ability to take on a form other than her own, she heals 50% of any wounds(round up) and 1 point of temporary ability score damage to each physical stat (mental stats are unaffected). If she is not injured, this has no effect. All gear and items carried, worn, or held are absorbed into the new form. Worn armor contributes 1/2 its bonus to the new form’s armor class(round down). Wielded weapons add +1 damage per die to one natural weapon each. Magical bonuses are conferred as is (a +1 suit of leather armor would give a +2 armor bonus; a +1 mace with 1d6 fire damage would add +2 damage and +1d6 fire damage to one paw, hoof, claw, etc.). Magical rings remain active, and worn magic items (boots, gloves, hats, belts, etc.) continue to function and can be activated. It is not possible for a Wild Shaped Druid to retrieve anything that has been absorbed, such as from a worn backpack or belt pouch.

A Druid can remain in animal form indefinitely, but long periods of time spent as an animal can have an adverse effect. After 6 consecutive hours spent Wild Shaped into any form other than her own, the Druid must make a Willpower save equal to 30 - Druid level. If this save is failed, she takes 2 points of temporary ability score damage to her Wis score. Every successive hour spent Wild Shaped requires a new save at 1 higher (after the 7th hour, it is 31 - level, after the 12th, it is 36 - level). Once the Druid's Wis score is below 6, she loses her self in the animal and is no longer capable of either changing back to her normal form or of making this save (she automatically loses 2 points per hour). Once the Druid's Wis score reaches 0, she falls unconscious and reverts to her normal form. When the Druid returns to her normal form (either willingly or unwillingly), she regains lost Wis score points at a rate of 1 per hour. When a Druid who has dropped to 0 regains her first point, she wakes up, though is unable to perform any but the simplest of tasks. She only regains Wis points as long as she remains in her normal form, and the points cannot be healed by any means except time. Epic Druids (Druid level 21+) no longer have to make this save, and do not lose Wis from being shapechanged. Note that all other Wild Shape feats also use this Wis loss procedure.

It is a standard action for the Druid to resume her normal form.

Bonus Feats: A Druid gains a new bonus feat at every level except 1st, which must be chosen from the following list. Note that not all the options are feats; many are special abilities that can only be taken with this bonus feat.
FeatsSpecial Abilities
Animal CompanionAnimal Summoning
Animal ControlAugment Summoning
Animal DefianceBarkskin
Fast Wild ShapeBear's Endurance
Natural StealthBull's Strength
Plant ControlCat's Grace
Plant DefianceChangeberry
Wild Shape: AnimalElementalist
Wild Shape: ColossalElemental Affinity
Wild Shape: Dire AnimalElemental Mastery
Wild Shape: GargantuanForest Sense
Wild Shape: HugeMagic Fang
Wild Shape: Hybrid FormPhotosynthesis
Wild Shape: ElementalPlant Affinity
Wild Shape: LargePlant Mastery
Wild Shape: OtherPoison
Wild Shape: PlantRegeneration
Wild Shape: SmallerSpeak With Animals
Wild Shape: VerminSpeak with Plants
-Tree Door

Woodland Stride: Starting at 2nd level, a Druid's passage is not hampered by normal, non-magical plant undergrowth, such as shrubs, vines, and roots. She moves without plant-induced terrain penalties over natural ground. She is still affected by other terrain penalties, such as those for swampy or rocky land. This is a passive extraordinary ability.

Trackless Step: Starting at 3rd level, the Druid leaves no tracks when traveling over wild areas (not developed by people). The Druid can choose to leave tracks if desired. This is a passive supernatural ability.

Venom Immunity: At 9th level, the Druid becomes immune to all poisons.

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