Druid

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To take this advanced class, the Druid must have six levels in the Healer class.

At level 13, the Druid can elect to become a Shaman or a Witchdoctor.

Feat Progression Table, Concise Feat Table, General Feats

Hit Points per Level: 14

'''Base Attack Bonus  Saves:''' Fortitude - Low, Reflex - Low, Will - High

Base Skill Points: 3 + Intelligence Modifier per level, x4 at first level.

Class Skills: These skills are available at a cost of one point per skill rank. Maximum skill points that can be assigned to these class skills is Character Level + 3


 * Battle Training, Concentration, Diplomacy, Heal, Lore, Nature Affinity, Spellcraft, Use Artifact

Cross Class Skills: These skills are available but cost two points per skill rank. Maximum skill points that can be assigned to these cross class skills is (Character Level + 3)/2 (rounded down)


 * Appraise, Bluff, Disable Device, Hide, Intimidate, Listen, Move Silently, Open Lock, Piety, Parry, Search, Set Trap, Sleight of Hand, Spot, Survival, Tactician, Taunt, Tumble

Automatic Feats Granted:


 * At Level 1: Green Stingers I
 * At Level 1: Faithful Friend - The Druid can summon a Panther that will serve him loyally. This creature can be further enchanted with feats such as Animal Husbandry and Razor Fangs.
 * At Level 2: Soothing Remedy I
 * At Level 3: Forest Stalker I - The Druid can easily camoflauge himself when in an area with heavy vegetation.  The duration is 6 rounds, additional ranks in this feat increase the duration.
 * At Level 4: Forest Bond I - The Druid's inherant link with his faithful companion increases the regeneration rate of his companion. The companion will regenerate Hit Points at the same rate as it's Master; including any bonuses for feats that increase such regeneration.  Additional ranks in the feat increase the regeneration rate further.
 * At Level 5: Lay of the Land I - When in a wilderness area, the user can increase the movement rate of himself and his companions by 10% for 10 minutes. Additional Ranks increase both the duration and movement rate bonus.   Activation of this feat expends one use of Divine Nature.
 * At Level 6: Proficient Druid

Master Feats Eligibility:


 * Divine Nature I - VI


 * Focused Wrath I - VI


 * Faith Healer I - III


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You complete your Druid training at level 12 and will have to select your final path when you gain L13. The Druid must choose his progression path; either as a Shaman or a Witchdoctor.


 * The Shaman is a Master advancement path for the Healer/Druid class. To become a Shaman, you must complete 6 levels of both Healer and Druid. Like the druid, the Shaman's power comes through a link with their environment, the Gaia. Shamans have a strong link to their animal companion as well as a number of summon creatures that can be brought to serve them.


 * The Witchdoctor is a Master advancement path for the Healer/Druid class. To become a Witchdoctor, you must complete 6 levels of both Healer and Druid. The Witchdoctor is the path with the least emphasis on religious dogma; their interest reach beyond that in other areas such as black magic and control of the elements.

'''Feats available at Character Levels (1, 3, 6, 9, 12, 15 & 18) if you meet the prerequisites '''  *** Available to all classes

Feats not available to the Healer Custom Feats - one can be selected at each level up if you meet the prerequisites