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Druid

 HitDie: d8  Mana: d12 Skills: 6 Saves: FrW Defense: 1/3
 +toHit: Archery 75%, Brawl 100%, Melee 75%, Thrown 50%
 
  Revered and mysterious nature priests, the Druids are an invisible faction on Therya. They are rarely seen, and those that are most often are neither imposing nor terrible, but their agenda -- the pursuit of political balance and stability -- weaves its tentacles into every level of society none the less. They have been accused of worshipping the status quo as a religious ideal, and its quite true that their militant neutrality holds a complete disregard for most civilized ideas of morality. In truth, they see man as just another beast -- one who can be nurtured when his presence supports the balance of elements in an area, and trimmed back when he exceeds his natural niche. Druids collect knowledge, the better to manipulate people with, and have a strict and secret hierarchy of their own that has endured for millenia.
  A beginning Druid character is not recognized as a true Druid in the social sense; rather, she is an Initiate, a journeyman in training to become a true Druid. Regardless, the character's powers include mighty elemental magics, shapechanging and a natural affinity for nature that grants her the companionship of animals and allows her to sway many types of natural monsters to her side.

CLASS SKILLS
   The class skills of the druid are Animal Empathy, Appraise, Concentration, Craft, Heal, Knowledge (Nature), Knowledge (Oceans), Knowledge (Theyra), Ride, Spellcraft, Swim and Wilderness Lore.
   Druids receive Bluff and Diplomacy as class skills at 9th level, when they take on the full formal title of Druid and begin moving within the worldwide hierarchy of the Druidic Enclaves.

CLASS FEATURES
   All of the following are class features of the druid.
 
  * Proficiencies -- The druid is proficient with simple weapons, quarterstaves, sickles, scimitars, scythes, short bows and light armour.
   * Spells -- Druids cast primal spells from the special druid spell list, which includes magics relating to plants, animals, natural forces and elemental power. They have a full spellcasting progression, just like mages and clerics.
   Like priests, druids can cast spells while wearing armour. However, druids suffer an 80% spell failure rate while wearing metallic armour and when holding metallic items in their hands. Leather, hide, ironwood and darkwood are all favoured materials for the druid, and do not invoke this penalty.
   * Nature Sense -- At 2nd level, a druid gains a flawless mystical knowledge of plants and natural animals, and can identify such with perfect accuracy. Specifically, the druid may automatically identify the different magical herbs and mushrooms that grow in dungeons and can be used as components or enhancers for spells and poisons, or as magical treasures in their own right.
   * Animal Companions -- Druids can tame animals using their Animal Empathy class skill, and if successful add those companions to their adventuring party. A druid character receives a free 'buffer' of (approximately) two hit dice per druid level for animal companions; these hit dice worth of animals do not count toward the total hit dice of the party for purposes of party loyalty checks or gaining new party members.
   In addition, up to once per day, the druid may activate this ability to summon an animal of their choice from a list of options that improves with the ability's level as a permanent companion. They cannot have more than one such summoned animal companion at the same time.
   Levels of this ability from the druid and ranger classes stack.
   * Woodland Stride -- Starting at 3rd level, a druid's movement rate is never modified negatively by the terrain she is standing on (as with brambles, hedges, rubble or webbing).
   * Pass Without Trace -- At 3th level, the druid may use the pass without trace spell at will as a spell-like ability. This spell (which is not currently implemented) will make it effectively impossible for encounters to chase after a character on the wilderness screen.
   * Vitality of Life -- At 4th level and above, druids receive a +2 bonus to saving throws versus necromantic damage and effects.
   * Sylvan Affinity -- Also starting at 4th level, true faeries and faerie creatures (not mere elves) will never attack the druid unless she attacks them first, as a result of ancient pacts between Maeve and the druidic circles dating back millenia.
   * Wild Shape -- Upon reaching 5th level, the druid gains the ability to shapechange into any natural animal of CR 3 or lower. This is largely identical to a mage's polymorph spell, but the druid is able to pick the animal form she wishes to take, and may terminate the effect at will. Using wild shape costs a druid one fatigue point. Unlike a polymorphed creature, a wildshaped druid retains the benefits of equipped magic items in 'unavailable' slots (e.g., a ring of the inferno will continue to provide fire resistance even if your new form has no fingers).
   In the full release game, higher level druids will be able to change into dire animals, legendary animals, mythic beasts and even elementals as they advance in level.
   * Venom Immunity -- Druids of 7th level and above are completely immune to poisons and toxins; their body is able to instantly metabolize such noxious foriegn agents.
  * Starting Benefits -- Druids begin the game with either a quarterstaff, scimitar, sickle, shortspear or scythe, a short bow (if they don't already have better), a random magical ring, robes and extra potions of healing and dimension door. All wooden items are instead from darkwood and are thus twice as durable. All iron items are instead made from ironwood.

THE DRUID
   Level  Def  Fort Refl Will Special Abilities
     1    +0    +2   +0   +2  Animal Companions
     2    +0    +3   +0   +3  Nature Sense
     3    +1    +3   +1   +3  Woodland Stride,
                              Pass without Trace
     4    +1    +4   +1   +4  Sylvan Affinity,
                              Vitality of Life
     5    +1    +4   +1   +4  Wild Shape
     6    +2    +5   +2   +5  
     7    +2    +5   +2   +5  Venom Immunity
     8    +2    +6   +2   +6  
     9    +3    +6   +3   +6  Bluff, Diplomacy
     10   +3    +7   +3   +7  
     11   +4    +7   +3   +7  
     12   +4    +8   +4   +8  

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