Druid

The Druid class is a versatile divine caster. With the presence of an animal companion they are able to contribute a strong combatant, or a utility companion early, while wild shape turns them into a powerful combatant a few levels later. Additionally the druids casting allows them to contribute powerful supporting or offensive spells. A druid draws their power from being one with nature, and the druidic arts are something steeped in mystery.

Attributes
Wisdom is a key stat in providing a druid with their spellcasting abilities. Dexterity is valuable to a druid due to their light armour, providing them with a valuable boost to their AC.

Hit Dice: D6

Class Skills
Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge(nature), Perception, Profession, Ride, Spellcraft, Survival, Swim

Skill Points per Level: 4 + Int Modifier

Weapon and Armour Proficiency
A druid is proficient with a club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling and spear. They are also proficient with all natural attacks of any form taken with wild shape. Druids are proficient in light and heavy armours, but may not wear any made of metal, limiting them to padded, leather and hide of the mundane armours.

Level Chart
Level-BABFort-Ref-Will--01st---2nd---3rd---4th---5th---6th---7th---8th---9th---Special

1st+0---+2---+0--+2---31Animal Companion, Nature Sense, Wild Empathy

2nd---+1---+3---+0--+3---42Woodland Stride

3rd+2---+3--+1--+342-1-Trackless Step

4th+3---+4--+1--+453-2-Resist Nature's Lure

5th+3---+4--+1--+453-2---1Wild Shape

6th+4---+5--+2--+563-3---2

7th+5---+5--+2--+564-3---2-1-

8th+6---+6--+2--+664-3---3-2-Wild Shape(Large)

9th+6---+6--+3--+664-4---3-2--1-Venom Immunity

10th--+7---+7--+3--+764-4---3--3-2-

11th--+8---+7--+3--+764-4---4--3-2--1-Wild Shape(Tiny)

12th--+9---+8--+4--+864-4---4--3-3--2-Wild Shape(Plant)

13th--+9---+8--+4--+864-4---4--4-3--2-1---Timeless Body

14th--+10-+9--+4--+964-4---4--4-3--3-2---Wild Shape(Huge)

15th--+11-+9--+5--+964-4---4--4-4--3-2--1---

16th--+12-+10+5--+10--64-4---4--4--4-3-3--2---Wild Shape(Elemental)

17th--+12-+10+5--+10--64-4---4--4--4-4-3--2--1

18th--+13-+11+6--+11--64-4---4--4--4-4-3--3--2

19th--+14-+11+6--+11--64-4---4--4--4-4-4--3--3Wild Shape(Huge Elemental)

20th--+15+12-+6--+12--64-4---4--4--4-4-4--4--4

Spell Casting
In order to prepare a spell a druid needs to spend an amount of time in meditation, or communing with nature equal to one hour per spell level. Once prepared, a spell may be cast at any time, and does not expire. In order to prepare a spell a druid must have a wisdom skill equal to at least 10 + the spell level. Additionally, by meditating for two hours per level a druid may prepare spells up to his Wisdom modifier, of level 3 or less, that may be cast spontaneously at will. These spells remain available until the druid elects to replace one with a new spell.

Wild Shape
This ability functions as explained in the player handbook on page 37, except as noted here. A druid may wildshape at will, and has no limits on how many times they may wildshape. In combat they may only maintain a wildshape for a number of rounds equal to their Wisdom Modifier. Attempting to maintain the shape beyond that requires a concentration check each round, starting at DC15 and increasing by 2 for each round longer than their Wisdom Modifier a druid has been wildshaped. Outside of combat the usual duration remains. If a druid ends a combat encounter in wildshape the combat timelimit is reset for the next combat they encounter.