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Classes - Druid
The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear-all these and more are at the druid's command. The druid however, claims no mastery over nature. The claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid's sacred grove, to those who feel the druid's wrath, the distinction is overly fine.

Adventures: Druids adventure to gain knowledge, especially of animals and plants unfamiliar to them, and power. Sometimes, their superiors call on their services. Druids may also bring their power to bear against those who threaten what they love, which is more often includes ancient stands of trees or trackless mountain than people. While druids accept that which is horrific or cruel in nature, they hate that which is unnatural, including aberrations (such as beholders and carrion crawlers) and undead (such as zombies and vampires). They sometimes lead raids agianst such creatures especially when the creatures encroach on the druid's territory.

Characteristics: Druids cast divine spells much the same way clerics do, though they get their spells from the power of nature, not from Gods. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasint array of magical powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by traditional oaths, not simple training. A druid could learn to use a two- handed sword, but using it would violate the druid's oath and suppress her druidic powers. Druids avoid carrying much worked metal with them because it iinterfers with pure and primal nature that they attempt to embody.

Alignment: Druids, in keeping with nature's ultimate indifference, must maintain at least some measure of dispassion. As such, they must be neutral in some way, if not true neutral. Just as nature encompasses dichotomies of life and death, beauty and horror, peace and violence, so two druids can manifest different or even opposite alignments (neutral good and neutral evil, for istance) and still be part of the druidic tradition.

Background: Though their organization is invisible to most outsiders, who consider druids to be loners, druids are part of a society that spans the land, ignoring politcal borders. A prospective druid is inducted into this society through secret rituals, including tests that not all survive. Only after achieving some level of competence is the druid allowed to strike out on her own. All druids are normally members of the druidic society, though some are so isolated that they have never see high-ranking members or participated in druidic gatherings. Still, all druids recognize each other as brothers and sisters. Like true creatures of the wilderness, however, druids sometimes compete with or even prey on each other.

A druid may be expected to perform services for higher-ranking druids, though proper payment is expected for these assignments. Likewise, a lower-ranking druid may appeal for aid from her higher-ranking brethren, for a fair price in coin or service. Druids may live in small towns but always spend a good portion of their time in wild area. Even large cities otherwise surrounded by cultivated land as far as the eye van see often have druid groves nearby-small, wild refuges where druids live and which they protect fiercly. Near coastal cities., the refuge is often a nearby island, where the druids can find the isolation they need.

::Game Rule Information::

Spells: A druid casts divine spells. A druid may cast any spell on the spell list provided she can cast spells of that level. She prepares and casts spells the way a cleric does (though she cannot lose prepared spell to cast a cure spell in its place). To prepare or cast a spell, a druid must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier. Bonus spells for druids are basted on Wisdom.

Chaotic, Evil, Good, and Lawfull Spells: A druid can't cast spells of any alignment opposed to her own.

Bonus Laguages: A druid may substitute Sylvan for one of the bonus languages available to her because of her race. In addition, a druid knows the Druidic language. This secret language is known only to the Druids, and druids are forbidden from teaching it to nondruids. Druidic has its own alphabet.

Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. She can whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Animal Companion: A 1st-level druid may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship. As such, it can have no more than 2 Hit Dice. A 1st-level druid may have more than one animal companion, provided the animals' total Hit Dice don't exceed 2.

Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid.

Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.

Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprutes).

Wild Shape: At 5th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-sized animal (but not a dire animal) and back again once per day. Unlike the standard use of the spell, however, the druid may only adopt one form. As stated in the spell description, the druid regains hit points as if she has rested for a day. Note: The creatures available include some giant animals but not unnatural beasts. The druid may wild shape into a dog or a giant lizard, for example, but not into an owlbear. The druid does not risk the standard penalty, for being disoriented while in her wild shape.

The druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. In addition, the druid gains the ability to take shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. At 12th level or higher, she can take the form of a dire aniaml. At 16th level or higher, the druid may use wild shape to change into a Small, Medium-sized, or Large air, earth, fire, or water elemental once per day. She gains all the elemental's special abilities when she does so. At 18th level, she can do this three times a day.

Venom Immunity: At 9th level, a druid gets immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.

A Thousand Faces: At 13th level, a druid gains the supernatural ability to change her appearence at will, as if using the spell alter self.

Timeless Body: After acheiving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonus still accure, and the druid still dies of old age when her time is up.


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