Druid

## Basic Features

Base Attack: 3/4

Base Caster: 1          Base Manifester: ½

Base Saves: Average Fortitude / Poor Reflex / Average Will

Hit-Die: D10 (7)

Skill Points: 4+Int

Skill Training: 4 (Athletics, Biology, Dweomer, Geo, Listen, Spot, Stealth, Survival)

Weapon Proficiency: Druid Weapons (Club, Dagger, Dart, Greatclub, Longbow, Longspear, Natural, Quarterstaff, Shortbow, Shortspear, Sling, Spear, & Unarmed Strike)

Combat Proficiency: Grapple, Push, Trip

Armor Proficiency: Light & Medium

Initiative: Dexterity or Wisdom

Key Attribute Score: Wisdom

Rituals

Druid Spells

## Spells Retrieved

### Spells

Learning Spells: The Druid knows all Druid spells of circles they have slots for.

Spell Preparation: Each dawn or dusk, if the Druid did not prepare spells at the previous dusk or dawn, they may meditate for 30 minutes & make a Concentration check (DC 15 + 3x the highest {C} refreshed); the Druid gains a +10 bonus on this check while in a natural setting, & a stacking +2 bonus for every additional 10 minutes they meditate. When complete, the Druid refreshes their daily spell slots, then retrieves a spell for each retrieval slot they have, up to that slot's circle. They also reset Elemental Attunement & Elemental Fury abilities.

Casting Spells: To cast a Druid spell they have retrieved, the Druid must expend a spell slot of at least that spell's circle, also expending the action noted in the spell's Cast Time & providing its listed components.

Metamagic: While retrieving spells, the Druid may add the circle adjustment from a Metamagic feat they know to a spell's circle to determine the slot needed to retrieve that spell; when casting a spell retrieved this way, they apply the Metamagic feat's effects.

Divine Focus: Preserved plant-life from the terrain that matches their Nature Sense.

## Class Features

### Shapeshift (Su)

At level 1, the Druid chooses one of the three Shapeshift forms: predator, ruminant, or scavenger; their appearance is set at selection. The Druid can change to their Shapeshift form as a turn action. The Druid loses their ability to speak, the use of their hands, & their gear is subsumed. They gain Scent. All damage values are for a medium Druid.

**Predator Form:**

Basic: +4 enhancement to Strength, increase natural armor by 4, landspeed 8sq, bite attack for 1d6

Boon 1: Mobility

Improved: +6 enhancement to Strength, increase natural armor by 6, landspeed 10sq, bite attack for 1d8, 2 claw attacks for 1d6

Boon 2: +10 Combat Awareness

Greater: +8 enhancement to Strength, increase natural armor by 8, landspeed 10sq, bite attack for 1d10, 2 claw attacks for 1d8, 2 rake attacks for 1d4 (usable only when in a grapple or if the Druid has Pounc)

Boon 3: Pounce

Dire: +10 enhancement to Strength, increase natural armor by 10, landspeed 12sq, bite attack for 2d6, 2 claw attacks for 1d10, 2 rake attacks for 1d4

Ferocious: +12 enhancement to Strength, increase natural armor by 12, landspeed 12sq, bite attack for 2d8, 2 claw attacks for 2d6, 2 rake attacks for 1d4

**Ruminant Form (increase size by one step):**

Basic: +2 enhancement to Strength, increase natural armor by 4, landspeed 10sq, gore attack for 1d8

Boon 1: Run

Improved: +6 enhancement to Strength, increase natural armor by 8, landspeed 12sq, gore attack for 1d10, 2 hoof attacks for 1d4

Boon 2: +10 Escape

Greater: +10 enhancement to Strength, increase natural armor by 12, landspeed 14sq, gore attack for 1d12, 2 hoof attacks for 1d4

Boon 3: Augment Critical 19/x3

Dire: +14 enhancement to Strength, increase natural armor by 16, landspeed 16sq, gore attack for 2d8, 2 hoof attacks for 1d6

Ferocious: +18 enhancement to Strength, increase natural armor by 20, landspeed 18sq, gore attack for 2d10, 2 hoof attacks for 1d6

**Scavenger Form (decrease size by 1 step):**

Basic: +4 enhancement to Dexterity, increase natural armor by 2, gain climb- & swim-speeds 4sq, bite attack for 1d4

Boon 1: Weapon Finesse

Improved: +6 enhancement to Dexterity, increase natural armor by 4, gain climb- & swim speeds 20, bite attack for 1d6, +1d8 sudden strike

Boon 2: +10 Acrobatics

Greater: +8 enhancement to Dexterity, increase natural armor by 6, gain climb & swim-speeds 6sq, bite attack for 1d8, +3d8 sudden strike

Boon 3: Hide in Plain Sight

Dire: +10 enhancement to Dexterity, increase natural armor by 8, gain climb- & swim-speeds 6sq, bite attack for 1d10, +5d8 sudden strike

Ferocious: +12 enhancement to Dexterity, increase natural armor by 10, gain climb- & swim-speeds 8sq, bite attack for 1d12, +7d8 sudden strike

**Fast Shapeshift**:

The Druid may Shapeshift as a standard action.

**Swift Shapeshift:**

The Druid may Shapeshift as a swift action.

**Call of the Wild:**

While Shapeshifted, the Druid may expend a spell slot as a move action to receive an insight bonus (on attack & weapon damage, saves, or defense); the bonus is equal to the slot's {C}, & lasts that many rounds.

**Improved Shapeshift:**

While Shapeshifted, the Druid gains +2 to saves.

**Greater Shapeshift:**

While Shapeshifted, the Druid gains Uncanny Dodge.

**Dire Shapeshift:**

While Shapeshifted, the Druid gains DR 1/-.

**Ferocious Shapeshift:**

While Shapeshifted, the Druid increases their save bonus to +4, & their DR to 3/-.

## Other Features

### Nature Sense:

Select a standard type of terrain that matches the Druid's home (aquatic, desert, forest, marsh, mountain, plains, or subterranean). The Druid gains a +2 insight bonus on Biology, Geo, & Survival while in that terrain, & they gain the Terrain Familiarity trick for that terrain.

### Wild Empathy:

Functions as Diplomacy, except the Druid rolls a D20 & adds CL+Cha, & Wild Empathy may only be used on creatures of Intelligence below 3. The Druid takes a -4 penalty on their check if the creature is not [Wild].

### Minor Rituals:

The Druid may cast these spells an unlimited number of times.

### Woodland Stride:

The Druid may move though mundane plant growth at full speed, without suffering any damage or other impairment.

### Trackless Step:

The Druid adds CL to the DC to track them.

### Sensus Mundi:

The Druid increases their Nature Sense bonus to +5, has advantage on Wild Empathy checks against animals native to that terrain, & gains a +2 insight bonus on Biology, Geo, & Survival.

### Medium Rituals:

The Druid may cast these spells an unlimited number of times.

### Venom Immunity:

The Druid has advantage on saves against poison.

### Elemental Attunement:

The Druid chooses an element (air, earth, fire, or water). The Druid gains {+2} on spells of that subtype, & gains additional abilities as follows:

Air: Each day, the Druid may cast one of the following as an innate spell: *Control Winds*, *Feather Fall,* **or** *True Strike.* The Druid increases their hover- or fly-speed by 2sq.

Earth: As a swift action 3/day, the Druid gains CL hardness for one round. As an immediate action, the Druid gains a +Wis enhancement to MD for one round.

Fire: As a swift action 3/day, the Druid may empower their next [Fire] this round. The Druid gains Soak 10 (base energies).

Water: As an immediate action 1/day, the Druid may cast *Nixie’s Grace* as an innate spell. The Druid gains a +10 inherent bonus to Escape.

### Thousand Faces (Su):

The Druid gains the ability to take on an Alternate Form, appearing as another creature of their same type & basic body structure. This effect ends when the Druid takes damage > ½CL+Cha, or when they cast a spell (Concentration DC 20+{C}x2).

### Major Rituals:

The Druid may cast these spells an unlimited number of times.

### Timeless Body:

The Druid no longer takes attribute penalties due to aging & cannot be magically aged. Any penalties they have already incurred remain in place, bonuses still accrue, & the Druid still dies of old age when their time is up.

### Elemental Fury (Su):

The Druid can change to or from their Elemental Fury form as a swift action; the form is based on the element chosen for their Elemental Attunement. The Druid reverts each round: Will negates DC 15 + rounds spent in Elemental Fury (harmless); when they fail this save, they may not use this ability for 1 minute. The Druid gains: the Spirit subtype (& the appropriate elemental subtype), a perfection bonus to AC equal to ½CL+2, DR 5/-, Fortification CL/Wis, 2 slam attacks (dealing 2d6 damage for medium druids), a +8 perfection bonus on Fortitude & Reflex, & FH 5. They also receive other benefits, based on their element. The Druid can only cast spells of the matching elemental descriptor while in this form. The Druid's gear is subsumed.

**Air:**

+20 Dex, hoverspeed 10sq, concealment.

**Earth:**

+20 Str, natural armor increases by 2, earthglide, Stability +4, tremorsense 10sq.

**Fire:**

+10 Str, +10 Dex, immunity to fire, ER 10 (cold, electricity, & sonic), +6 landspeed, +1d6 fire damage to all melee attacks, 1d6 fire damage to creatures that strike the Druid in close quarters.

**Water:**

+10 Str, +10 Dex, swimspeed 15sq, +20 Evasion, & *Freedom of Movement.*

### Greater Elemental Fury:

When entering Elemental Fury, the Druid may choose to use the following modifications: +5 to Will DC, DR, & FH, the Druid increases one size category, & add 4 to the perfection bonuses. While using this option, they receive added benefits, based on their element. When the Druid fails their Will save, they gain 1 torpor.

**Air:**

Increase hoverspeed to 20sq, gain *Telekinesis* as a swift supernatural ability (use their Dexterity in place of KAS, & use their size).

**Earth:**

+10 Constitution, increase Stability to +8, tremorsense to 20sq, & gain *Sudden Stalagmite* as a swift supernatural ability.

**Fire:**

Increase ER to 20, +6 more landspeed, +2d6 more fire damage to melee attacks & to creatures that strike the Druid, gain *Explosive Cascade* as a swift supernatural ability.

**Water:**

Increase swimspeed to 25sq, Drowning Vortex (Su): swift, line 10, Trip, 1 Constitution damage (Fortitude negates DC 10+½CL+Wis).