Henge Druid

Druids are users of primal magics to protect the living force of the universe, these guardians of life and nature have their origins in the histories of the shapeshifting races around the galaxy: the Merfolk, Naga, Yaksha & Smallfolk Fae, Kitsune, Slomon K'hara and Ameoba, by teaching their cultural beliefs to other non shifting races they began the path of the druid, eventually they even found a way to replicate their shifting abilities magically for thier students to learn, and eventually they even passed their teachers [from a combat perspective], as druid wild shaping is far more effective than simple transformations.
Furtive yet undeniable, these primal magics are guard over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.

Requirements to Enter Druid Advanced class:


  • Four levels in a Magic Class or
  • Two levels if the class is Techter, Tribal or Shaman.

Note: If culture is Druidic reduce Level requirement by one.Examples: Human - Celtic, Lupine, Vulpine, Merfolk, Yaksha, Naga, Smallfolk & Minshara Fae, Kitsune, Slomon K'hara and Ameoba

Alignment Restricton:
Path of Mercy [Neutral Good], Path of Harmony [Lawful Neutral], Path of Equity [True Neutral], Path of Autonomy [Chaotic Neutral], Path of Supremacy [Neutral Evil]
Special:
All druids take an oath that prohibits them from wearing metal armor and using metal shields. Doing so suppresses your druidic abilities.
Attributes:
  • Wound Point Bonus: +1
  • Control Point Die: 1d8
Skill Points At Each Level: 4 + Intelligence Modifier

The druid's character skills are:

  • Climb (Str),

  • Fly (Dex),

  • Knowledge (Int),

  • Swim (Str).

Proficiency:
  • Elemental Initator +1
  • Magic Weapon Proficiency +1

1: Starting Abilities

2: Wildshape 2/day, Mag Bauble x2

3: Shrine Guardian

4: Wildshape 3/day

5: Woodland Stride, Mag Bauble x2

6: Wildshape 4/day

7: Resist Nature's Lure, Mag Bauble x2

8: Wildshape 5/day

9: Pierce the Veil

10: Wildshape 6/day, Mag Bauble x2

Starting Abilities

Shrine Bond (Su)

At 1st level,, a Henge Druid bonds with a shrine and the kami within. This bond functions identically to nature bond (granting access to a domain) except as follows. When within 1 mile/level of the shrine, all spells cast by the henge Druid gain +1 DC. Spells cast outside this range suffer a -1 DC. Additionally, when within range of his shrine, once per day, the henge-kannushi can cast any one spell he has access to but has not prepared so long as the spell is 1 level lower than the maximum level he can cast.

Spirit Empathy (Ex)

The henge adds his druid level to any Diplomacy or Intimidate checks made to influence a creature with the elemental, fey, or kami subtype. A henge-kannushi can attempt to influence the attitude of such creatures even if they would not normally be subject to such skill checks. Gain Etiquette Party ability if you don't have it already, If you do, improve it by one step.

Nature Sense(Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks,
Gain survivalist Party ability if you don't have it already, If you do, improve it by one step.

Wildshape [SU]

At 2nd level, a druid gains the ability to turn herself into any small or Medium animal and back again twice per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 4th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 6th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 8th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

At 10th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.

*available forms are based on associated shrine.

Shrine Guardian [EX]

Each shrine is associated with the terrain type in which it is located (typically forest or mountain). When in the terrain associated with their shrine the henge-kannushi gains a bonus on initiative checks, Knowledge (geography), Perception, Stealth and Survival checks equal to 1/2 his druid level. Additionally, the henge-kannushi cannot be tracked in this terrain, unless he so chooses.

Woodland Stride [EX]

Starting at 5th level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Resist Nature's Lure [EX]

Starting at 7th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Pierce the Veil [EX]

At 9th level, the henge gains the ability to benefit from true seeing a number of rounds per day equal to his druid level.

This ability can be used at will as a swift action and the rounds do not need to be consecutive.

Class Specific Feats:

Shrine-Keeper

You have a particular attachment to a kami shrine.

Prerequisite(s): Priest or Druid with a home shrine.

Benefit: You may choose a single shrine. When within a mile of this shrine, the DC of any spell you cast increases by +1.

Master Shrine-Keeper

Your attachment to your shrine is stronger

Prerequisite: Shrine-Keeper

Benefit: When you are within a mile of your shrine, any dice you roll in connection with channeling energy receive a +1 bonus per roll. Furthermore, the DC of any spell you cast increases by +1. This bonus stacks with that granted by Shrine-Keeper and any class abilities.