Druid
Role: Hybrid
Power Source: Primal
Key Abilities: Wisdom, Dex, Str
Armor Training: Hide
Weapon Proficiencies: Staves, Clubs, Bows
Bonus to Defenses: +1 Fortitude, +2 Will
HP per level gained: 5 HP/level
Healing Surges: 6 + Constitution Modifier
Trained Skills: Nature plus three others
Available Skills: Pick three skills from the following list: Athletics, Endurance, Heal, History, Intimidate, Perception, Religion, Stealth
Bonus Language: Druidic
Build Options: Feral Warrior, Protector of the Land, Master of Elements
Class Features: Gift of the Wild, Resist Nature’s Lure, Stride, Wild Shape
Druids are the safe-keepers of the land. They go unnoticed within their natural terrain thanks in no small part to their ability to look like the animals within the area. Ancient secrets passed down through generations by druidic circles help the druids in their ongoing fight against those who would defile the feywild.
As a Druid, you are generally close-lipped about your purpose and training. You get along with those who also understand the land and nature’s purpose. You’re at home in the grasslands, forests, and other natural environments.
In combat, you may wait for the perfect moment to strike, or you may utilize the land itself to gain an advantage.
Characteristics: Wild Shape will prove invaluable when in combat. Use it to gain an edge. Alternatively, you can manipulate the encounter with your connection to the natural environment around you.
Religion: Druids often worship their racial or a nature god. Druids within a circle will follow that patron, while those outside of such groups make their own choice of whom to follow.
Races: Any race who may prefer seclusion or has a strong will to protect the land prefers the druid class including elves, halflings, humans and orcs.
Feral Warrior:
Suggested Feat: Weapon Focus, (human feat: Human Perseverence)
Suggested Skills: Athletics, Intimidate, Nature, Stealth
Suggested At-Will Powers: Rake, Tear
Suggested Encounter Power: Rend
Suggested Daily Power: Pounce
Master of Elements:
Suggested Feat: Spell Focus, (human feat: Toughness)
Suggested Skills: Heal, History, Nature, Religion
Suggested At-Will Powers: Thorns, Heat
Suggested Encounter Power: Chill
Suggested Daily Power: Shillelagh
Protector of the Land:
Suggested Feat: Toughness (human feat: Human Perseverence)
Suggested Skills: Endurance, Heal, Nature, Perception
Suggested At-Will Powers: Tear, Stomp
Suggested Encounter Power: Pack Tactics
Suggested Daily Power: Easy Prey
All Druids share these class features.
Fey Gift: Druids take on the aspects of the animals that most closely relate to what they need done. Many do so to defend the land; others to stalk enemies like prey. Some use Wild Shape out of convenience, but rely more on their other talents to protect nature.
Choose one of the following options.
Feral Warrior: You gain a +1 class bonus to attacks and damage. You may apply your Wisdom modifier instead of Strength to damage rolls.
Master of the Elements: You may select and cast one additional non-wild encounter or daily talent at first level.
Protector of the Land: You gain a class bonus to your AC Defense equal to your Wisdom Modifier. This bonus does not apply in heavy armor.
The choice you make also provides bonuses to certain druid powers. Individual powers detail the effects (if any) your Wild Shape selection has on them.
Resist Nature’s Lure: Druids gain a +2 to all defenses against fey type creatures and primal powers.
Stride: Pick a natural setting, such as forest or cave. You ignore difficult terrain when in that setting. At level 11, you can shift as a minor action when in that terrain. Once per day at level 21, you can teleport a number of squares equal to your speed when in that terrain (this allows you to move through walls or fallen trees with ease; cannot be used in wild shape).
Wild Shape: At-will as a move action, you may change shape into an animal. This ability grants you bonuses to attacks, defenses, and sometimes movement types and/or speeds. While in wild shape, you can only use powers with the keywords weapon or wild. At level 1, you may begin progression in one of the following paths. Repeat this process at level 11, and again at level 21.
Combat Form:
You take on the aspects of predatory animals like the lion or the tiger.
While in Wild Shape, you gain a basic claw or gore attack which deals 1d8 + Str damage. The damage increases by one category for every 10 levels you gain with this form (1d8 becomes 1d10 becomes 2d6).
Defense Form:
Thick naturally tough skin coats your body, allowing you to better protect yourself and others.
While in Wild Shape, you gain a basic bite attack which deals 1d4 + Str damage. You also gain a +1 natural bonus to all defenses. You gain an additional +1 to all defenses for every 10 levels you gain with this form.
Travel Form:
Land, air, or sea; nobody compares to your mobility.
While in Wild Shape, you gain a basic slam attack which deals 1d6 + Str damage. You also gain a +1 natural bonus to your speed. For every 10 levels you gain with this form, you gain an additional +1 natural bonus to speed and may select a new type of movement from the following: Fly, Burrow, Climb, Swim, and Sprint (+2 to speed when charging/running).
Your powers, called talents, are instinctual by nature. You draw upon them through a combination of innate ability, focused training, and strong ties to the land or your heritage. Your powers often benefit from Strength of Body or Will.
At-Will Powers
Over Heat
Druid Attack 1
The enemy's skin flushes and sweat breaks over it's brow. You concentrate and begin to cook him from within.
At-will Primal, Fire, Implement
Standard Action Ranged 5
Target: One Creature
Attack: Wis vs. Fortitude
Hit: 1d6 + Wis fire damage
Special: If you hit the target with this attack in the last round, you deal 2d6 + Wis fire damage instead.
Rake
Druid Attack 1
You strike a vein with your claws as you scratch them across bare skin.
At-will Primal, Weapon, Wild
Standard Action
Target: One Creature
Attack: Str or Dex vs. AC
Hit: 1[W] + Str damage and ongoing 1 damage (save ends).
Stomp
Druid Attack 1
You strike your foe hard with hooves or overly large feet.
At-will Primal, Weapon, Wild
Standard Action
Target: One Creature
Attack: Str vs. Reflex
Hit: 1[W] + Str damage
Special: If target is prone, this attack does 2[W] + Str damage instead.
Tear
Druid Attack 1
You claw or bite at your enemy’s weapon hand, causing him to lose some momentum.
At-will Primal, Weapon, Wild
Standard Action
Target: One Creature
Attack: Str vs. Fort
Hit: 1[W] + Str damage and the target takes a -1 to attacks until the end of your next turn.
Thorns
Druid Attack 1
Sharp thorns grow as if from nowhere and hinder your foe's progression toward the party.
At-will Primal, Implement
Standard Action Ranged 5
Target: One Creature
Attack: Wis vs. Fortitude
Hit: 1d6 + Wis damage and repeat damage if target moves before the start of your next turn.
Encounter Powers
Chill
Druid Attack 1
A natural cold runs down your enemy’s spine and into his bones.
Encounter Primal, Cold, Implement
Standard Action Ranged 5
Target: One Creature
Attack: Wis vs. Fortitude
Hit: 2d6 + Wis cold damage and target slowed until the beginning of your next turn.
Sustain Minor: The target is slowed (save ends).
Magic Stones
Druid Attack 1
Pulling 3 stones from the ground, you request nature’s blessing and throw them into the air to find their targets.
Encounter Primal, Implement
Standard Action Ranged 5
Target: Up to 3 creatures
Special: Pick targets before rolling attack. You may pick the same target more than once.
Attack: Str, Dex, or Wis vs. Reflex
Hit: 1d6 + Wis damage to each target
Pack Tactics
Druid Attack 1
Your ally gives you the opening you’ve been waiting for and you move in for the kill.
Encounter Primal, Weapon, Wild
Immediate action (interrupt)
Target: One adjacent creature.
Trigger: An ally makes a successful attack against the target.
Effect: The target takes an additional 2[W] + Str damage.
Rend
Druid Attack 1, Reliable
You shred your target’s exposed flesh with antlers, claws, and anything else you have available to you.
Encounter Primal, Weapon, Wild
Standard Action
Target: One Creature
Attack: Str or Dex vs. AC
Hit: 1[W] + Str damage and make a second identical attack. If both attacks hit, the target takes 1d6 additional damage. At 21st level, the additional damage increases to 2d6.
Special: If you miss with either attack, you do not expend the use of this power.
Daily Powers
Trample
Druid Attack 1
Daily Primal, Weapon, Wild
Standard Action
Target: One Creature
Attack: Str vs. Reflex
Hit: 2[W] + Wis damage and target marked for the rest of the encounter.
Pounce
Druid Attack 1
You strike as if from nowhere, pulling your enemy to the ground to deliver a killing blow.
Daily Primal, Charge, Trip, Weapon, Wild
Standard Action
Target: One Creature
Special: You must charge as part of this attack.
Attack: Str vs. Reflex
Hit: 2[W] + Str damage and the target is prone.
Shillelagh
Druid Attack 1
Daily Primal, Implement, Weapon
Standard Action
Requirements: The chosen weapon must be made of wood.
Target: One creature
Attack: Wis +1 vs. AC
Hit: 3[W] + Str +1 damage and you gain +1 attack and damage for the rest of the encounter.
Miss: You gain +1 attack and damage for the rest of the encounter.