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

bat-mite

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.