Druid

<color=Gold>**Druid**</color>

Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level.

<color=Gold>Class Features:</color>

- **Alignment Restrictions:** Any neutral - druids, in keeping with nature's ultimate indifference, must maintain at least some measure of dispassion.

- **Hit Die:** d8

- **Base Attack Bonus:** Medium.

- **High Saves:** Fortitude and Will.

- **Weapon Proficiencies:** Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

- **Armor Proficiencies:** Light and medium as well as shield (except for tower shields).

- **Skill Points:** 4 + Int modifier per level, x4 at first level.

- **Class Skills:** Concentration, Craft Alchemy, Diplomacy, Heal, Listen, Lore, Parry, Spellcraft, Spot, and Survival.

- **Spells:** A druid casts divine spells, which are drawn from the druid spell list. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth).

- **Spontaneous Casting:** A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any *summon monster* spell of the same level or lower.

- **Animal Companion:** A druid begins the game with an animal companion.

- **Nature Sense:** A druid gains a +2 bonus to Survival and a +2 bonus to Seach and Spot while in wilderness areas.

- **Woodland Stride:** Starting at 2nd level, a druid gains a +10% movement increase when in outdoor, natural environments.

- **Trackless Step:** At 3rd level, a druid gains a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.

- **Resist Nature's Lure:** Starting at 4th level, a druid gains a +2 bonus on saving throws against all Fear spells and effects.

- **Wild Shape:** At 5th level, a druid gains the ability to turn herself into an animal and back again once per day. A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level.

- **Venom Immunity:** At 9th level, a druid gains immunity to all poisons.

- **Plant Shape:** At 12th level, a druid is able to wild shape into a plant creature - a shambling mound or a treant. Using this ability counts against her normal uses of wild shape.

- **Elemental Shape:** At 16th level, a druid becomes able to wild shape into an elemental (air, earth, fire, or water) once per day. These elemental forms do not count against 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. 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.