

The following 3rd Party Publisher feats are available to a druid character who meets the prerequisites.ĭruids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. Nature bond, nature sense, orisons, wild empathyĪll of the following are class features of the druid. The druid’s class skills are Climb ( Str), Craft ( Int), Fly ( Dex), Handle Animal ( Cha), Heal ( Wis), Knowledge (geography) ( Int), Knowledge (nature) ( Int), Perception ( Wis), Profession ( Wis), Ride ( Dex), Spellcraft ( Int), Survival ( Wis), and Swim ( Str). Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders. Druids worship personifications of elemental forces, natural powers, or nature itself. Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath.

Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. You continue to gain the benefits of the equipment you wear, except a shield. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics or movement modes. You can choose a specific form when you use wild shape to change into beast form. While you are in beast form, you can't use weapon or implement attack powers that lack the beast form keyword, although you can sustain such powers. When you change from beast form back to your humanoid form you shift 1 square. Effect: You change from your humanoid form to beast form or vice versa.
