Techno druid
Techno Druids use non-intrusive tech to mix in with animals
they have Powered Armor Suits of a Magickal nature that
gives the wearers the following abilities:
REQUIREMENTS
Bat Form
Good Standing with a Ranger or Druid order ;
Kno: Nature 3 Ranks ; Kno: Alchemy 3 ranks. ;
Base Attack +3
Suit: Powers Listed Below
Suits takes up the equivalent of 3 cybernetic slots, and is incompatible with nanite usage.
PRESTIGE CLASS:
The shifter’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis),Profession, Spot (Wis), Swim (Str), and Wilderness Lore (Wis). See Ch.4 of the Player’s Handbook 3.5 for skill descriptions. Skill Points at Each Level: 4 +Int modifier.
Level BAB Wll Rfx Ftd Forms Discs Class Abilities Suit-Granted Abilities
All abilities from last column accrue while wearing the suit ; but if he loses the suit, he may no longer advance in this class.
"Forms" column is # of additional times wild-shape pay wearer may assume.
EXPLANATION
Powers work while appropriately shapeshifted: So Armor of the River does not work in human form or bird form.
Armor is treated as non-encumbering studded leather, with helmet, gloves, boots.
Max size is large in any case.
Discs are technomagic items that augment an extra form to the wearers limit.
Normally the suit can use one disc per 8 hour period. a Disc can hold 1 extra form.
Normally the suit can only allow assumption of a new form once per 8 hours.
LIMITS:
Regular Druids and Elves and Hobbits that eschew modern trappings will never befriend a Techno Druid,
and can never improve a relationship beyond Indifferent
Weapons that damage Elves, Fey, Shapechanger, Animals or Magic Beasts will affect a techno-druid
no matter what form he is in.
Upper Size is limited to Medium, unless the wearer gains a feat allowing larger.
Lower size is limited to Diminutive, and is based on the form chosen.
ARMOR POSSIBILITIES
Animal Type ; Dragon Type
TYPES UNAVAILABLE
Aberration Type ; Construct Type
Giant Type ; Humanoid Type
Elemental Type
Fey Type ; Magical Beast Type
Plant Type ; Vermin Type
Aquatic Subtype
Earth Subtype
Reptilian Subtype
Monstrous Humanoid Type
Ooze Type ; Outsider Type
Undead Type ; Air ; Angel ; Archon ; Augmented ; Chaotic ; Cold ; Evil ; Extraplanar ; Fire ; Goblinoid ; Good ; Incorporeal ; Lawful ; Native ; Shapechanger ;
Swarm ; Water ;
Nature Skills: Survival, Knowledge Nature, Knowledge: Fey, Handle Animal, Swim, etc.