DRUID
Role: Controller
Power Source: Primal
Key Abilities: Wisdom, Strength, Constitution
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Armor Training: Cloth, leather, hide
Weapon Proficiencies: Simple Melee, Sling
Implements*: Crane Bags, Staves
Bonus to Defense: +1 Fortitude, +1 Will
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Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges: 6 + Constitution modifier
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Trained Skills: Nature.
From the class skills list below, choose three more trained skills at 1st level.
Athletics (Str), Endurance (Con), Heal (Wis), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int)
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Build Options: TBD (summoner, shapeshifter, weather controller)
Class Features: Woodland Stride, Wild Empathy, Druidic Rituals, Wild Shape
*Implement notes: A druid may use a sickle or a scythe in place of an implement, and add its bonus to any attack rolls for powers requiring an implement.
WOODLAND STRIDE
The Druid may move freely in natural environments and terrains that normally impede movement such as tall vegetation, brush, snow, quicksand, etc. Terrain altered by powers or powers simulating impeding terrain functions normally on the druid.
WILD EMPATHY
The Druid can empathically understand and make himself understood by animals and similar beasts. He can attempt to use social skill interaction checks towards animals, as if they had a language. (Note that animals still have less intelligence and thus will only understand basic stuff). It will probably work similarly to the Commune with Nature ritual, but should have less extensive answers, and answer tied into the nature of the specific animal in question.
DRUIDIC RITUALS
Through using special tools and implements, the druid can perform various rituals tied to nature. He does not need books or scrolls for these rituals. The druid learns one such ritual per level. (Otherwise it functions as normal rituals, albeit with access to Nature based rituals only, see list of ritual ideas)
The special tools may often involve a cauldron, bell branches, musical instruments, stones (placed in a circle), druidic rods.
WILD SHAPE
Once per encounter you can evoke your inner primal forces, awakening the beast within you. This will alter your shape and give you additional benefits, depending on what form you choose. You begin with two such forms. Additional forms can be gotten through feats. Regardless of how many forms you know, only one such form can be used per encounter.
While you are shapechanged, you cannot use any powers that doesn’t specifically state that you can use it while shapechanged. The wild shape lasts for the entire encounter, or until you end it with a minor action. (Note, wearing lots of metal may inhibit your shapechanging). When you first shapechange, you gain a number of temporary hitpoints equal to 2 times your level.
Wild Shape: Canine Form Druid Feature
Evoking your primal beast, in the blink of an eye you turn into a predatory canine (such as a wolf)..
Encounter * Primal, Wild Shape
Minor Action Personal
Effect: You change into a medium sized predatory canine (such as a wolf), and gain a new at-will power (see below). Any equipment you have meld into your form and becomes useless as long as you are in this shape (this includes armour bonuses). You gain a +3 bonus to AC and +2 Fortitude. And your speed increase by 2.
At 11th level these bonuses increase to +6 AC and a +4 bonus to Fortitude.
At 21st level these bonuses increase to +9 AC and a +6 bonus to Fortitude.
Wild Shape: Snake Form Druid Feature
Evoking your inner primal forces, in the blink of an eye you turn into a poisonous snake (such as a viper).
Encounter * Primal, Wild Shape
Minor Action Personal
Effect: You change into a small sized snake, and gain a new basic attack and a special feature (see below). Any equipment you have meld into your form and becomes useless as long as you are in this shape (this includes armour bonuses). You gain a +2 bonus to Reflex and AC, and resist poison 5.
At 11th level these bonuses increase to +4 bonus to Reflex and AC, and resist poison 10.
At 21st level these bonuses increase to +8 bonus to Reflex and AC, and resist poison 20.
AT WILL POWERS:
Produce Flame
A flame as bright as open torches appears in your open hand.
At Will * Primal, Implement, Fire
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflexes
Hit: 1d6 + Wis fire damage; ongoing 2 fire damage (save ends)
Call Lightning
From above, a bolt of lightning strikes towards your target.
At Will * Primal, Implement, Lightning, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflexes
Hit: 1d6 + Wis lightning damage, secondary attack
Secondary Attack: Wisdom vs. Fortitude
Hit: 1d4 thunder damage and you push the target 1 square.
Special: This power can only be used outdoors. If there is a storm (natural or otherwise) in the area, the damage increases to 1d10 on the lightning, and 1d8 on the thunder.
Calm Beasts
You soothe and quiet animals, making them docile and harmless.
At-Will * Primal, Implement
Standard Action Area blast 5 within 10
Target: Each animal/beast in burst.
Attack: Wisdom vs. Will
Hit: Target animals are stunned (save ends).
Wolf's Fang Druid Attack 1
You gain access to this power while using the Canine Form power.
At-Will * Primal, Wild Shape (Canine Form)
Standard Action Melee (Basic)
Target: One Creature
Attack: Str vs. AC
Hit: 1d6+Str. If you have Combat Advantage against the target, you may make a secondary attack.
Secondary Attack: Str. vs. Fortitude
Secondary Hit: The target is knocked Prone
Special: At 21st level, this power deals 2d6+Str. damage
This power deals +1d6 damage against a Prone target
This power counts as a Melee Basic Attack
Viper’s Strike Druid Attack 1
You gain access to this power while using the Snake Form power.
At-Will * Primal, Wild Shape (Snake Form)
Standard Action Melee (Basic)
Target: One Creature
Attack: Str vs. AC
Hit: 1d4+Str, make a secondary attack.
Secondary Attack: Con. vs. Fortitude
Secondary Hit: Target is slowed and takes 1+Con ongoing poison damage (save ends both).
Special: At 21st level, this power deals 2d4+Str. damage
This power counts as a Melee Basic Attack
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ENCOUTER POWERS
Faerie Fire Druid Attack 1
Your enemies are surrounded by a pale glow.
Encounter * Primal, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflexes
Hit: Allies gain a +2 circumstance bonus to hit the targets until the end of your next turn. These creatures cannot turn invisible and gain no concealment benefits from darkness.
Sustain: Minor Action
Summon Nature Minion Druid ”Attack” 1
Encounter * Primal, Conjuration
Standard Action Range 5
Effect: You summon into being an animal minion that will assist in the fight. The minion will attack closest enemy. It will stay in existence until killed.
The minion acts at the same initiative as you, directly after yourself. It has the Minion trait, and thus destroyed when it takes any damage, but is not affected by “miss” effects. It has an AC equal to 12+your Wis modifier, and Fortitude, Reflex and Will equal to 10+your Wis modifier. Its speed is 7. It has a basic attack equal to 2+Your Wis modifier vs AC, that deals 1d6+2 damage.
Gust of Wind Druid Attack 1
A small gust of whirling winds whip up around the target.
Encounter * Primal, Conjuration
Standard Action Range 6
Target: 1 creature
Attack: Wis vs Fortitude
Hit: 1d8+Wis damage, if the target is medium or smaller, you slide it 3 squares and it must make a saving throw or fall prone. Large or larger creatures slide 1 square and is not knocked prone.
If the target is flying, it crashes to the ground, potentially taking extra damage.
Miss: Half damage. Medium or smaller creatures slide 1 square.
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DAILY POWERS
Entangle Druid Attack 1
You call upon grasses, weeds, bushes and even trees to wrap, twist and entwine your foes, holding them fast.
Daily * Primal, Implement
Standard Action Area burst 3 within 20
Target: Each creature within burst
Attack: Wis vs Reflex
Hit: Target is Immobilized (save ends).
Effect: The area affected is considered difficult terrain, and targets within the area are slowed (save ignores slowed portion). The effect lasts until the end of your next turn unless you sustain it.
Sustain: 1 standard action.
Flaming Strike Druid Attack 1
Daily * Primal, Implement, Fire
Standard Action Ranged 20
Target: 1 creature
Attack: Wis vs Reflex
Hit: 2d6+Wis fire damage and ongoing 5 fire damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to primary target.
Secondary Attack: Wis vs Reflex
Hit: 1d8+Wis fire damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, and ongoing 2 fire damage to primary target (save ends). No secondary attacks.
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UTILITY POWERS
Barkskin Druid Utility 2
Encounter * Primal, Implement
Standard Action Personal
Effect: You gain a +2 power bonus to AC for the rest of the encounter.
Primal Strength Druid Utility 2
At-Will * Primal, Wild Shape
Minor Action Personal
Effect: Your melee attacks deal an additional 2 damage. This power can be used even while shapeshifting. The effect lasts until the end of your turn.
Longstride Druid Utility 2
Encounter * Primal, Shapeshifting
Minor Action Personal
Effect: Your speed increase by +2. This power can be used even while shapeshifting. The effect lasts until the end of your turn.
Goodberry Druid Utility 2
Daily * Primal, Implement, Healing
Standard Action
Effect: You create a number of goodberries equal to your Wisdom modifier. Until the end of the day, you or an ally can eat one berry as a minor action to spend a healing surge.
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PARAGON PATH: Shapeshifter
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The Shapeshifter druid is very with his inner feral being and the primal forces that exist within himself.
Nature’s Armament (11th level): Whenever you are shapeshifted using any of your Wild Shape powers, you gain a +2 bonus to attacks and all defenses.
Shapeshifter Action (11th level): You can spend an action point to shapeshift a second time during an encounter. Normally you can only use a Wild Shape encounter power once during the encounter.
Dire Wild Shapes (16th level): Your Wild Shapes become more potent, and you become bigger when you shapeshift. You become Large in size, and take up 2x2 squares. Some forms gain Reach 2 (Snake, Ursine), others gain Speed +1 (Canine, Feline). In addition, attacks made while in Wild Shape form have their die-size increased by one.
Deafening Roar Druid Attack 11
You emit a deafening sound.
Daily * Primal, Wild Shape, Thunder
Standard Action Area Close burst 10
Target: Each creature within blast
Attack: Wis vs Fortitude
Hit: 1d6+Wis thunder damage, target is Deafened (save ends).
Special: This power can be used while Wild Shaped. In fact, if you are wild shaped while using this attack, you gain a +2 power bonus on the attack roll.
Beastly Toughness Druid Utility 12
Daily * Primal, Wild Shape
Minor Action Personal
Effect: You gain resistance 10 against normal damage until the end of your next turn.
Special: This ability can be used while in Wild Shape.
Primal Roar Druid Attack 20
You emit a terrible primal roar, showing off your primal nature, scaring anyone standing too close.
Daily * Primal, Wild Shape, Fear
Standard Action Area Close burst 10
Target: Each creature within blast
Attack: Wis vs Will
Hit: 2d6+Wis psychic damage, target is Feared and will move as far away from you as possible (save ends).
Special: This power can be used while Wild Shaped. In fact, if you are wild shaped while using this attack, you gain a +2 power bonus on the attack roll.
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DRUID FEATS
Wild Shape: Feline Form
Prerequisite: Druid Level 1
Benefit: gain access to an additional wild shape form
Tapping into a primal part of yourself, your body rapidly change into that of muscular feline predator.
Encounter * Primal, Wild Shape
Minor Action Personal
Effect: You change into a panther or similar cat-like creature, and gain a new at-will power(see below). Any equipment you have meld into your form and becomes useless as long as you are in this shape. You gain a +3 bonus to AC and +2 Reflex. Your speed increase by 2.
At 11th level these bonuses increase to +6 AC and a +4 bonus to Reflex.
At 21st level these bonuses increase to +9 AC and a +6 bonus to Reflex.
Panther’s Assault
You gain access to this power while using the Feline Form power.
At-Will * Primal, Wild Shape (Feline Form)
Standard Action Melee (Basic)
Target: One Creature
Attack: Str vs. AC
Hit: 1d6+Str. If you used this power as part of a charge, you deal 1d6 extra damage, and the target is knocked prone.
Special: At 21st level, this power deals 2d6+Str. damage
This power counts as a Melee Basic Attack, and can be used as part of a charge.
Wild Shape: Ursus Form
Prerequisite: Druid Level 6
Benefit: gain access to an additional wild shape form
Tapping into a primal part of yourself, your body rapidly change into that of a large bear.
Encounter * Primal, Wild Shape
Minor Action Personal
Effect: You change into a bear or bear-like creature, and gain a new basic attack and a special feature (see below). Any equipment you have meld into your form and becomes useless as long as you are in this shape. You gain a +2 bonus to AC and Fortitude.
Bear’s Maul
You gain access to this power while using the Ursus Form power.
At-Will * Primal, Wild Shape (Ursus Form)
Standard Action Melee (Basic)
Target: One Creature
Attack: Str vs. AC
Hit: 1d10+Str. Make a secondary attack.
Secondary Attack: Str vs. Reflex (Grab action)
Hit: Target is grabbed (until escape).
Sustain: Minor
Special: At 21st level, this power deals 2d10+Str. damage
This power counts as a Melee Basic Attack.
Ursine Crush (Wild)
Prerequisite: Druid Level 6, Wild Shape: Ursus Form
Benefit: Whenever you make a basic attack against an enemy that you are grabbing (while in ursus form), you deal double normal damage.
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DRUIDIC RITUAL EXAMPLES
1 Animal Messenger (as in PH)
1 Detect Poison/Contamination (detects if a food or water source has been contaminated; 10 minutes, 10 gp components)
2 Endure Elements (as in PH)
2 Water Walk (as in PH)
3 Detect Snares and Pits (detects natural traps and hazard same way as Detect Secret Doors; costs as Detect Secret Doors)
3 Purify Food and Water (removes and disease, poison or other contamination from any food or water source; 10 minutes, 10 gp costs)
Role: Controller
Power Source: Primal
Key Abilities: Wisdom, Strength, Constitution
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Armor Training: Cloth, leather, hide
Weapon Proficiencies: Simple Melee, Sling
Implements*: Crane Bags, Staves
Bonus to Defense: +1 Fortitude, +1 Will
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Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges: 6 + Constitution modifier
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Trained Skills: Nature.
From the class skills list below, choose three more trained skills at 1st level.
Athletics (Str), Endurance (Con), Heal (Wis), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int)
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Build Options: TBD (summoner, shapeshifter, weather controller)
Class Features: Woodland Stride, Wild Empathy, Druidic Rituals, Wild Shape
*Implement notes: A druid may use a sickle or a scythe in place of an implement, and add its bonus to any attack rolls for powers requiring an implement.
WOODLAND STRIDE
The Druid may move freely in natural environments and terrains that normally impede movement such as tall vegetation, brush, snow, quicksand, etc. Terrain altered by powers or powers simulating impeding terrain functions normally on the druid.
WILD EMPATHY
The Druid can empathically understand and make himself understood by animals and similar beasts. He can attempt to use social skill interaction checks towards animals, as if they had a language. (Note that animals still have less intelligence and thus will only understand basic stuff). It will probably work similarly to the Commune with Nature ritual, but should have less extensive answers, and answer tied into the nature of the specific animal in question.
DRUIDIC RITUALS
Through using special tools and implements, the druid can perform various rituals tied to nature. He does not need books or scrolls for these rituals. The druid learns one such ritual per level. (Otherwise it functions as normal rituals, albeit with access to Nature based rituals only, see list of ritual ideas)
The special tools may often involve a cauldron, bell branches, musical instruments, stones (placed in a circle), druidic rods.
WILD SHAPE
Once per encounter you can evoke your inner primal forces, awakening the beast within you. This will alter your shape and give you additional benefits, depending on what form you choose. You begin with two such forms. Additional forms can be gotten through feats. Regardless of how many forms you know, only one such form can be used per encounter.
While you are shapechanged, you cannot use any powers that doesn’t specifically state that you can use it while shapechanged. The wild shape lasts for the entire encounter, or until you end it with a minor action. (Note, wearing lots of metal may inhibit your shapechanging). When you first shapechange, you gain a number of temporary hitpoints equal to 2 times your level.
Wild Shape: Canine Form Druid Feature
Evoking your primal beast, in the blink of an eye you turn into a predatory canine (such as a wolf)..
Encounter * Primal, Wild Shape
Minor Action Personal
Effect: You change into a medium sized predatory canine (such as a wolf), and gain a new at-will power (see below). Any equipment you have meld into your form and becomes useless as long as you are in this shape (this includes armour bonuses). You gain a +3 bonus to AC and +2 Fortitude. And your speed increase by 2.
At 11th level these bonuses increase to +6 AC and a +4 bonus to Fortitude.
At 21st level these bonuses increase to +9 AC and a +6 bonus to Fortitude.
Wild Shape: Snake Form Druid Feature
Evoking your inner primal forces, in the blink of an eye you turn into a poisonous snake (such as a viper).
Encounter * Primal, Wild Shape
Minor Action Personal
Effect: You change into a small sized snake, and gain a new basic attack and a special feature (see below). Any equipment you have meld into your form and becomes useless as long as you are in this shape (this includes armour bonuses). You gain a +2 bonus to Reflex and AC, and resist poison 5.
At 11th level these bonuses increase to +4 bonus to Reflex and AC, and resist poison 10.
At 21st level these bonuses increase to +8 bonus to Reflex and AC, and resist poison 20.
AT WILL POWERS:
Produce Flame
A flame as bright as open torches appears in your open hand.
At Will * Primal, Implement, Fire
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflexes
Hit: 1d6 + Wis fire damage; ongoing 2 fire damage (save ends)
Call Lightning
From above, a bolt of lightning strikes towards your target.
At Will * Primal, Implement, Lightning, Thunder
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflexes
Hit: 1d6 + Wis lightning damage, secondary attack
Secondary Attack: Wisdom vs. Fortitude
Hit: 1d4 thunder damage and you push the target 1 square.
Special: This power can only be used outdoors. If there is a storm (natural or otherwise) in the area, the damage increases to 1d10 on the lightning, and 1d8 on the thunder.
Calm Beasts
You soothe and quiet animals, making them docile and harmless.
At-Will * Primal, Implement
Standard Action Area blast 5 within 10
Target: Each animal/beast in burst.
Attack: Wisdom vs. Will
Hit: Target animals are stunned (save ends).
Wolf's Fang Druid Attack 1
You gain access to this power while using the Canine Form power.
At-Will * Primal, Wild Shape (Canine Form)
Standard Action Melee (Basic)
Target: One Creature
Attack: Str vs. AC
Hit: 1d6+Str. If you have Combat Advantage against the target, you may make a secondary attack.
Secondary Attack: Str. vs. Fortitude
Secondary Hit: The target is knocked Prone
Special: At 21st level, this power deals 2d6+Str. damage
This power deals +1d6 damage against a Prone target
This power counts as a Melee Basic Attack
Viper’s Strike Druid Attack 1
You gain access to this power while using the Snake Form power.
At-Will * Primal, Wild Shape (Snake Form)
Standard Action Melee (Basic)
Target: One Creature
Attack: Str vs. AC
Hit: 1d4+Str, make a secondary attack.
Secondary Attack: Con. vs. Fortitude
Secondary Hit: Target is slowed and takes 1+Con ongoing poison damage (save ends both).
Special: At 21st level, this power deals 2d4+Str. damage
This power counts as a Melee Basic Attack
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ENCOUTER POWERS
Faerie Fire Druid Attack 1
Your enemies are surrounded by a pale glow.
Encounter * Primal, Implement, Radiant
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflexes
Hit: Allies gain a +2 circumstance bonus to hit the targets until the end of your next turn. These creatures cannot turn invisible and gain no concealment benefits from darkness.
Sustain: Minor Action
Summon Nature Minion Druid ”Attack” 1
Encounter * Primal, Conjuration
Standard Action Range 5
Effect: You summon into being an animal minion that will assist in the fight. The minion will attack closest enemy. It will stay in existence until killed.
The minion acts at the same initiative as you, directly after yourself. It has the Minion trait, and thus destroyed when it takes any damage, but is not affected by “miss” effects. It has an AC equal to 12+your Wis modifier, and Fortitude, Reflex and Will equal to 10+your Wis modifier. Its speed is 7. It has a basic attack equal to 2+Your Wis modifier vs AC, that deals 1d6+2 damage.
Gust of Wind Druid Attack 1
A small gust of whirling winds whip up around the target.
Encounter * Primal, Conjuration
Standard Action Range 6
Target: 1 creature
Attack: Wis vs Fortitude
Hit: 1d8+Wis damage, if the target is medium or smaller, you slide it 3 squares and it must make a saving throw or fall prone. Large or larger creatures slide 1 square and is not knocked prone.
If the target is flying, it crashes to the ground, potentially taking extra damage.
Miss: Half damage. Medium or smaller creatures slide 1 square.
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DAILY POWERS
Entangle Druid Attack 1
You call upon grasses, weeds, bushes and even trees to wrap, twist and entwine your foes, holding them fast.
Daily * Primal, Implement
Standard Action Area burst 3 within 20
Target: Each creature within burst
Attack: Wis vs Reflex
Hit: Target is Immobilized (save ends).
Effect: The area affected is considered difficult terrain, and targets within the area are slowed (save ignores slowed portion). The effect lasts until the end of your next turn unless you sustain it.
Sustain: 1 standard action.
Flaming Strike Druid Attack 1
Daily * Primal, Implement, Fire
Standard Action Ranged 20
Target: 1 creature
Attack: Wis vs Reflex
Hit: 2d6+Wis fire damage and ongoing 5 fire damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to primary target.
Secondary Attack: Wis vs Reflex
Hit: 1d8+Wis fire damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, and ongoing 2 fire damage to primary target (save ends). No secondary attacks.
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UTILITY POWERS
Barkskin Druid Utility 2
Encounter * Primal, Implement
Standard Action Personal
Effect: You gain a +2 power bonus to AC for the rest of the encounter.
Primal Strength Druid Utility 2
At-Will * Primal, Wild Shape
Minor Action Personal
Effect: Your melee attacks deal an additional 2 damage. This power can be used even while shapeshifting. The effect lasts until the end of your turn.
Longstride Druid Utility 2
Encounter * Primal, Shapeshifting
Minor Action Personal
Effect: Your speed increase by +2. This power can be used even while shapeshifting. The effect lasts until the end of your turn.
Goodberry Druid Utility 2
Daily * Primal, Implement, Healing
Standard Action
Effect: You create a number of goodberries equal to your Wisdom modifier. Until the end of the day, you or an ally can eat one berry as a minor action to spend a healing surge.
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PARAGON PATH: Shapeshifter
===========================
The Shapeshifter druid is very with his inner feral being and the primal forces that exist within himself.
Nature’s Armament (11th level): Whenever you are shapeshifted using any of your Wild Shape powers, you gain a +2 bonus to attacks and all defenses.
Shapeshifter Action (11th level): You can spend an action point to shapeshift a second time during an encounter. Normally you can only use a Wild Shape encounter power once during the encounter.
Dire Wild Shapes (16th level): Your Wild Shapes become more potent, and you become bigger when you shapeshift. You become Large in size, and take up 2x2 squares. Some forms gain Reach 2 (Snake, Ursine), others gain Speed +1 (Canine, Feline). In addition, attacks made while in Wild Shape form have their die-size increased by one.
Deafening Roar Druid Attack 11
You emit a deafening sound.
Daily * Primal, Wild Shape, Thunder
Standard Action Area Close burst 10
Target: Each creature within blast
Attack: Wis vs Fortitude
Hit: 1d6+Wis thunder damage, target is Deafened (save ends).
Special: This power can be used while Wild Shaped. In fact, if you are wild shaped while using this attack, you gain a +2 power bonus on the attack roll.
Beastly Toughness Druid Utility 12
Daily * Primal, Wild Shape
Minor Action Personal
Effect: You gain resistance 10 against normal damage until the end of your next turn.
Special: This ability can be used while in Wild Shape.
Primal Roar Druid Attack 20
You emit a terrible primal roar, showing off your primal nature, scaring anyone standing too close.
Daily * Primal, Wild Shape, Fear
Standard Action Area Close burst 10
Target: Each creature within blast
Attack: Wis vs Will
Hit: 2d6+Wis psychic damage, target is Feared and will move as far away from you as possible (save ends).
Special: This power can be used while Wild Shaped. In fact, if you are wild shaped while using this attack, you gain a +2 power bonus on the attack roll.
----
DRUID FEATS
Wild Shape: Feline Form
Prerequisite: Druid Level 1
Benefit: gain access to an additional wild shape form
Tapping into a primal part of yourself, your body rapidly change into that of muscular feline predator.
Encounter * Primal, Wild Shape
Minor Action Personal
Effect: You change into a panther or similar cat-like creature, and gain a new at-will power(see below). Any equipment you have meld into your form and becomes useless as long as you are in this shape. You gain a +3 bonus to AC and +2 Reflex. Your speed increase by 2.
At 11th level these bonuses increase to +6 AC and a +4 bonus to Reflex.
At 21st level these bonuses increase to +9 AC and a +6 bonus to Reflex.
Panther’s Assault
You gain access to this power while using the Feline Form power.
At-Will * Primal, Wild Shape (Feline Form)
Standard Action Melee (Basic)
Target: One Creature
Attack: Str vs. AC
Hit: 1d6+Str. If you used this power as part of a charge, you deal 1d6 extra damage, and the target is knocked prone.
Special: At 21st level, this power deals 2d6+Str. damage
This power counts as a Melee Basic Attack, and can be used as part of a charge.
Wild Shape: Ursus Form
Prerequisite: Druid Level 6
Benefit: gain access to an additional wild shape form
Tapping into a primal part of yourself, your body rapidly change into that of a large bear.
Encounter * Primal, Wild Shape
Minor Action Personal
Effect: You change into a bear or bear-like creature, and gain a new basic attack and a special feature (see below). Any equipment you have meld into your form and becomes useless as long as you are in this shape. You gain a +2 bonus to AC and Fortitude.
Bear’s Maul
You gain access to this power while using the Ursus Form power.
At-Will * Primal, Wild Shape (Ursus Form)
Standard Action Melee (Basic)
Target: One Creature
Attack: Str vs. AC
Hit: 1d10+Str. Make a secondary attack.
Secondary Attack: Str vs. Reflex (Grab action)
Hit: Target is grabbed (until escape).
Sustain: Minor
Special: At 21st level, this power deals 2d10+Str. damage
This power counts as a Melee Basic Attack.
Ursine Crush (Wild)
Prerequisite: Druid Level 6, Wild Shape: Ursus Form
Benefit: Whenever you make a basic attack against an enemy that you are grabbing (while in ursus form), you deal double normal damage.
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DRUIDIC RITUAL EXAMPLES
1 Animal Messenger (as in PH)
1 Detect Poison/Contamination (detects if a food or water source has been contaminated; 10 minutes, 10 gp components)
2 Endure Elements (as in PH)
2 Water Walk (as in PH)
3 Detect Snares and Pits (detects natural traps and hazard same way as Detect Secret Doors; costs as Detect Secret Doors)
3 Purify Food and Water (removes and disease, poison or other contamination from any food or water source; 10 minutes, 10 gp costs)
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