Nature’s wardens and protectors seeking to reissue balance across the wide galaxy.
6 Hit Points | 2 Skill Ranks | 1 Soak
Class Abilities
Weapon and Armor Proficiency
Druids gain proficiency with simple weapons and one of the following: polearm, hammer, or bow. They’re proficient with armor.
Spellcasting
Druids gain the ability to cast Nature spells. At 1st level, the Druid receives 2 + ½ Magic in spells learned. For every level beyond 1st, the Druid learns a new spell of a level they can cast.
Spellcasting relies on the user’s soul to be completely functional. The inner soul (the Druid’s Resistance stat) is used for Magic Points, granting the Druid more power to draw upon for their spells. The outer soul (the Druid’s Magic stat) is the raging fire of their spells and is thusly used for attack and damage as if it were Strength or Agility when using a melee weapon.
Form Shift
Druids can take a swift action to grant themselves natural attacks that allow them to enter combat. The Druid must choose an Aspect (once chosen this cannot be changed), and gains the Natural Attacks from the Aspects listed below. Form Shift lasts 1 minute per Druid level, these need not be consecutive.
Natural Resistances
Druids receive a bonus equal to ½ level on Bodily Defense. This bonus doubles (effectively using full level) against poisons and diseases.
Natural Defenses
Druids receive a 1 Natural Deflection so long as they’re using Form Shift, and half this (minimum 0) while not using Form Shift. This increases by 1 for every 3rd level.
Animal Aspect
At 4th level and every 4 levels thereafter the Druid gains abilities associated with the Aspect they chose at 1st level.
Crustacean Aspect
4th Level: Your pincers receive the Brutish and Grapple features.
8th Level: Gain a bonus to Bodily Defense equal to ½ level.
12th Level: Gain a 6 square swim speed, and a bonus to Defense/Avoid equal to ½ level while swimming.
16th Level: Your pincers receive a Penetration equal to ½ your Strength, and gain the Vicious feature.
20th Level: You gain Water Absorption, and Ice Resistance 30.
Dinosaur Aspect
4th Level: You gain a +4 square bonus to land speed and your Bite deals +1k0 damage.
8th Level: So long as your HP is at least at maximum, you receive a +2 bonus to Defense and Avoid, and a +1 on any Dodge check you make.
12th Level: Your bite receives the Daunting quality and your Tail Slam receives the Parrying quality.
16th Level: You add your Strength along with Endurance when determining HP. HP is recalculated accordingly.
20th Level: You are immune to being tripped, grappled, and bull rushed.
Feral Aspect
4th Level: If you are at half HP or under, you receive a +1k0 to hit and damage.
8th Level: Your natural weapons receive 2 Penetration.
12th Level: If you hit with both Claw attacks, you deal 1d5 bleed damage to the opponent for 4 rounds. This can only affect an enemy once per day.
16th Level: When dodging, you can use Endurance rather than Agility.
20th Level: You are immune to Earth damage, ability damage, and ability drain.
Primate Aspect
4th Level: Your Slam attack gains the Brutish and Savage properties.
8th Level: You gain a Climb speed equal to your Land speed.
12th Level: While having used Form Shift, your Size increases by 1 for the purpose of size and reach though not Soak.
16th Level: When dodging, you can use Strength rather than Agility.
20th Level: You are immune to Wind damage, and cannot be flanked.
Serpent Aspect
4th Level: On a successful Bite attack, you make an additional attack against an opponent’s Bodily Defense using your Bite attack as the attack vs. Bodily Defense. If the target is poisoned, they take 1 point of Strength damage for 1 minute.
8th Level: Your Bite receives 4 Penetration.
12th Level: Your Bite gains the Injection quality, and applies to your natural poison.
16th Level: You’re able to fit within spaces up to 16 times smaller than yourself, and you are unable to be grappled.
20th Level: On a successful bite attack, you always hit against an enemies’ Bodily Defense rather than making another attack. In addition to this, enemies who are immune to poisons are not immune to your poison.
Nature's Ally
Once per day Druids can summon an animal to their side in order to assist them. For 1 minute an Animal whose Effective Level is equal to or lower than the Druid’s level will assist the Druid (including fighting for them).
Sight Through Touch
So long as the Druid has contact with the ground, they’re able to “see” out to 6 squares around them. This bypasses Stealth bonuses that’d be granted by invisibility or cover, however this doesn’t automatically mean the Druid sees the being attempting Stealth. In addition to this, the Druid is unable to be made blind unless both blinded and flying.
Hardened Immune System
The Druid is immune to poisons and diseases, and the bonus to Bodily Defense from Natural Resistances against poisons and diseases is instead against any affect targeting their Bodily Defense.
Strength of the Wild
Choose a terrain using the list for the Marksman’s Terrain Stride, excluding Space and Urban as choices. So long as the Druid is within the selected terrain, they gain a temporary +1 to Strength, Endurance, and Agility.
Fae Blooded
Animals, Magical Beasts, and Mystic creatures take a -2k0 to attack the Druid, and attacking the Druid causes these creatures to take 6 Sanity damage if they initiated the violence. These penalties do not apply if the Druid initiated the violence.
Vegetative Rejuvenation
While within the terrain chosen for the Druid’s Strength of the Wild ability, they have Regeneration 1 so long as they’re within the terrain.
First Awakening
The Druid is unaffected by naturally made difficult terrain, and receives a +5 to all Defenses against natural environmental hazards (such as a blizzard or a quicksand) however this doesn’t protect from things such as exposed plasma conduits and the vacuum of space.
Heroic Awakening
While unarmored and transformed using Form Shift the Druid receives +1 to Soak.
Unchained Awakening
The Druid’s natural attacks for Form Shift increase their damage dice as if they were one size category larger.
True Awakening
Unless the Druid attacks them; Animals, Magical Beasts, and Mystic creatures always regard the Druid as allies and the Druid can communicate with them even if the creature wouldn’t normally be able to. In addition to this, Druids can summon these creatures using Nature’s Ally once per day for each point of Magic they have and they stick around for 10 minutes per Druid level.