| Khaladon |
Hey All,
I've come up (with some excellent help from some online friends) with a brand new Druid class called a 'Wilder'. Basically it is a Druid who casts their spells intuitively like a Sorcerer does (and uses the same spells known table). To check out the first Wilder please go HERE-Wilder.
To follow the thread where we're been discussing it, please go HERE-Discussion
The reason I'm posting here now is, I've had the idea, and it's come up again, of submitting this as an Official New Class proposal (and I'm getting some great help on this as well). However I have no idea where or how to do this so am open to any and all suggestions. That goes the same for thoughts, comments, ideas etc. on the Wilder class itself.
Looking forward to hearing from the Paizo community.
Have a great day
| Khaladon |
If it can help, or just for information, i always played divine casters as spontaneous casters.
So clerics, druids, paladins and rangers are spontaneous, which means they don't have to prepare their spells. Just pray.
Thanks Seldris. And yes, I agree as that's always sort of made more sense to me for Divine casters.
Just to be clear here, I'm not saying and don't think that with the millions of RPG's I'm the very first one to ever think of doing this. But I've never seen it anywhere as an official character option (And out of all the Divine casters, Druid seems to me to be the most logical choice for a spontaneous casting alternative) so I'd just like to share the idea so more can have access to it. I don't really care too much about getting any kind of credit for it (though I certainly wouldn't mind! ;-) it's more about the idea of getting it out there. So this is why I've drawn the class up and given in a snazzy (?? ;-) new name. One of my new online buds, Joey, is writing up the complete character rule set as we speak I believe.
| Khaladon |
I think there's a psionic class called a Wilder. Did you check out the Spirit Shaman from Complete Divine? They're spontaneous casters, but each day they get to change their spells known. Personally, I think that's how wizards should operate, but it's not really up to me.
Wasn't aware of those two SmiloDan but thanks, I will check.
| Khaladon |
Some previous discussions on it
Spoiler:First off, I would like to congratulate you on the new class! Wilder is an awesome name. I am honored to have the first Wilder in my campaign.
Also, I like where your going with the abilities. I think that Summon Animals should be a level 1 Wilder ability, allowing you to call 1d4+1/level animals of the surrounding terrain. (for example, squirrels in the forest, hawks in the mountains, sharks by the water, etc.) With a succesful Handle Animal DC you can use the animals to perform simple tasks.
DC 11 - Follow
DC 13 - Retrieve Nearby Item
DC 16 - Guard (as in while the group is asleep)
DC 18 - Protect (as soon as you or an ally is in danger, the animal will help)
DC 20 - Fight (Actively fight for the group)
DC 22 - Extended Help (the animal will preform all above tasks for 1d4+CHA days)At third level, perhaps the Wilder can gain the ability Communicate with Animals, at which point the Wilder adds the language "Animal" to her list.
At sixth level, once per day, the Wilder can use a Handle Animal check to attempt to befriend an enemy with an Intelligence score of 3 or lower. For example, this would allow her to stop an enemy wizard's summoned wolf from attacking the party, but would not work on familiars. The Handle Animal check would be 20+animal DC.
If any other group members have anything to add or revise to this, go right ahead. I think I will try to write up an official Wilder class, at which point I will post it for the group to see.
P.S. I don't know if the Druid already has some of these ideas, but whatever...
Spoiler:The only thing I would remove is the ability to stop a summoned animal from attacking. As I understand the summoning spells the creature appears out of thin air and returns at the spell duration. I would interpret that as the animal is under the spells effects, magically binded/controlled by the caster. Since a Dispel Magic if it was successful would in fact stop the summoned creature and end the summon spell.My two cents...other than that I think it sounds pretty cool!
Spoiler:Thanks Joey, I am rather fond of the name myself as well. :) And also thanks for your great ideas and help with structure, which is exactly what I was looking for. The abilities as you've laid out sound perfect except for one logistical question I have. If Communicate with Animals isn't granted until 3rd level (which sounds fair), how is the Wilder getting the animals to do all the things she requests with Summon Animals ability? Hmmmm...I shall think on it but welcome everyone's thoughts. As well, as we are adding things but not really taking anything away (except for your suggestion Azoun, which makes perfect sense-Thanks) I just want to be sure not to over-balance the class. Does anyone think it has become so at all?
Spoiler:I do the same here, I go back to 1st edition with this one though. The DM was supposed to review the selected spells as the Deity and possible make some changes to the selected spells. Not wanting to dictate where the adventure went...I went to the spontaneous casting for divine casters.For the solution of how the Wilder communicates with those animals you could make it like Wild Empathy works for Druids and Rangers though to a lesser extent since you are gaining speak with animals at 3rd lvl.
A couple other things I was thinking for the class...
Nature's Rage: Similar to a Barbarian's Rage but more limited. A wilder can only rage in specific circumstances. 1) If an animal has been recently been unnecessarily(?) killed in front of them 2)If some significant outrage has been committed against natural lands (ie, Orc's burning down a forest). Since this ability would be an extension of Nature's (or whichever God of Nature is appropriate) own outrage there would be no fatigue after.
| Khaladon |
Maybe we can work together to finalize the Wilder (or if you want to change the name now that we have info that there already is one), and come out with a pdf we can offer to all players.
That's a great idea Joey, I'm all for it.
Sucks about the name though! Wilder is a perfect name for this class I think. Could we get away with 'Wilder-Druid' or 'Druid Wilder'? Hmmmm, or maybe 'Nature's Child'? Welcome to any other ideas...
| Khaladon |
Wilder is a psionic class name...how about Shaman?
Spirit Shaman already exists too (Complete Divine). But I'm not thinking of this class as religious based in any way, they just have a direct line of communication and connection with Nature.
Speaking of Spirit Shamans and Spells though,
- Class lvl:0 lvl spells,1st lvl spells,3rd lvl spells, 4th lvl spells
- 1st:3,1
- 2nd:3,2
- 3rd:3,2,1
- 4th:3,3,1
- 5th:3,3,1,1
- etc.
Also, regarding Summon Animal ability:
I am thinking that the HD of the animals summoned should increase with the 'Wilders' level.
ie:
- 1st lvl=Tiny animals
- 3rd lvl=Small animals
- 5th lvl=Medium animals
- 8th lvl=Large animals
- 12th lvl=Huge animals
or something like that.
Also, in connection with Speak with Animals,
For right now I'm thinking for Ability progression:
1st lvl:Nature Sense, Shapeshift (Predator Form), Animal Tongue, Summon Animal (tiny),
2nd lvl:Woodland Stride
3rd lvl:Trackless Step,Summon Animal (small)
4th lvl:Resist Natures Lure,Mobility(in Predator form only)
5th lvl:Aerial Form, Summon Animal (medium)
And remember, 'Wilders' CAN'T cast spells in Shapeshifted form as Druids can in Wild Shape form (with the Natural Spell feat)
Comments?
| Khaladon |
Sounds like what you're trying for is a Druidical variant of the Favored Soul class which is essentially the Clerical version of the Sorcerer with a couple of added tricks. The class was first put out in Complete Divine if I recall correctly.
I will check that out LazarX. Thanks.
And LOL Kirth...;-)
| Kirth Gersen |
Naturalist, Warden, Keeper and Animist might also be suitable names for a Druidy / woodlands-protector type class.
Those are all good recommendations. What you've got is still basically a druid, so alternatively, I was going to suggest keeping "druidic" in the name (like the Druidical Hunter and Druidic Avenger from Unearthed Arcana).
| Khaladon |
Sounds like what you're trying for is a Druidical variant of the Favored Soul class which is essentially the Clerical version of the Sorcerer with a couple of added tricks. The class was first put out in Complete Divine if I recall correctly.
Favoured soul seems much more like what I had in mind LazarX, thanks again. But I'm thinking that the Spirit Shaman spell progression is more balanced for this class. I don't see her as a major spell caster. Thoughts?
Naturalist, Warden, Keeper and Animist might also be suitable names for a Druidy / woodlands-protector type class.
All great names Set, Thanks! I especially like Warden and Keeper. I thought of another-Wild One.
I also agree with Kirth though that maybe Druid should be remain in the name, like Druid Wilder or Wild Druid.
Opinions?
I guess I think of something a bit different when I think of Shaman Lilith & Fray but I see your point. :)
| Joey Lafyatis |
I like Warden. It's defined as someone who takes charge of other people or animals. But let's not worry about the name (we might not even change it), but instead getting the stats for 3.5E from Level 1-20.
Khaladon (My Email):
In case we want to completely create the Wilder
| Khaladon |
Ok, I've done an almost complete write up on the 'Wild Druid' (for now) class. I've made the changes to Ali and have made up a new Wild Druid Gal using the new Pathfinder Alpha 3 rules. (Gal's not quite finished online yet, appearance, personality and background coming soon as my tired fingers get a rest : )
All comments etc. welcome!
PS: There's another Wild Druid class ability I haven't yet and may not include as I'm not sure where to put it in and also don't want to over-balance the character. I call it 'Nature's Rage'
Natures Rage: Similar to a Barbarian's rage in stat +'s and -'s, but only unusable under very limited circumstances, a Wild Druid can fly into a Wild Rage for a certain amount of time:
-must be witness to (or happen upon within 30 min of) senseless violence, damage or destruction to animals or the environment. (eg not chopping down tree or killing an animal for supper bu killing and animal out of spite of cruelty, whole-sale wasteful slaughter or clear cutting or burning of forest/wild lands)
-Can rage longer (because fueled by Nature)
-Not fatigued after but emotionally distraught; ie. mean, miserable, quick to anger etc.: loses 3 to Chr bonus for 10minXrounds of raging (and remember, Wild Druid base their spell cast and most of their bonus' on their Chr score)
Sooooo, Thoughts?
| Khaladon |
OK, here is a revised version of the Wild Druid. It has been play tested some now and seems to be working good. I'm happy to hear any comments, criticisms or ideas for improvement though.
WILD DRUID (New Class)3.5 Pathfinder Rules
The fury of the storm, the gentle strength of the morning sun the cunning of the fox and the power of the bear-all these and more are at the druid's command. Much more so than regular druids, Wild Druids truly become one with nature. Wild Druids are wilder, more natural cousins to regular Druids. .
Adventures: As all of the outdoors is theirs to roam, Wild Druids have no home base as such (although sometimes they will instinctively remain near where they were originally from) As with regular Druids, Wild Druids can easily accept that which is horrific or cruel in nature yet they hate all that which is unnatural including aberrations and undead. Sometimes they may team up with other adventurers to help eliminate a specific threat to the natural world. Other times their curiosity may just get the better of them for a while.
Characteristics:
A Wild Druid casts the same spells as regular druids yet they receive no formal training whatsoever. Instead, Wild Druids receive their spells by direct communion with nature and can cast them spontaneously as sorcerers do. In addition, from first level and increasing in power, wild druid gains versatile shapeshifting abilities as well as some other magical powers.
The starting armor and weapons of a wild druid are limited to that which they may be able to find or crudely fashion for themselves in the wild. They would never let themselves be restricted by heavy armor. They have little to no access to, or interest in, metal or typical wealth in general (although the concept of the accumulation of wealth can possibly be learned with experience according to the GM’s discretion they should always have an aversion to too much metal as it interferes with the pure and primal nature they embody.)
Alignment: Because of their nature, Wild Druids have a strong tendency towards Chaotic Neutral as alignment. They cannot be of Lawful alignment.
Religion: Wild Druids have no religion, instead deriving their powers and abilities through direct communion with Nature itself. Most Wild Druids have no knowledge of 'Nature Gods' in any typically recognizable form although some may have experienced 'special visitations'.
Background:
To be considered a Wild Druid and receive these abilities a Wild Druid must have been 'lost' or 'abandoned' or by some other means left to their own devices, without any other human or humanoid contact for a minimum of seven years. Some Wild Druids are never seen by another 'two foots' again. Most Wild Druids retain some semblance of their former languages but depending on how old they were when they 'went wild' they usually don't speak people tongues very well and are most often illiterate or close to. Many Wild Druids have sorcerer blood in them, which may help explain why Nature chooses them. Most Wild Druids are young when they are lost to the wilds, because of their lack of innocence it is very rare for a full adult to be chosen by Nature as one of her Children & Protectors. And Protectors they are. Wild Druids have varying degrees of connection to and curiosity of their previous lives yet they are fiercely attached to and protective of their animal brothers and sisters and the natural world in general. All of Nature is extremely sacred to the Wild Druid and woe betide those who significantly harm it in any way (a chopped down tree would not cause them to kill for example yet clear cutting or burning of a large section of forest or a wasteful animal slaughter may cause them to go on a killing rampage).
Wild Druids of all sorts have a strong reaction to fire. These reactions may range anywhere from extreme respect and caution to complete hatred and terror.
Other Classes: Wild Druids are generally uncomfortable around most people and classes yet they can accept barbarians and rangers recognizing their reverence and familiarity with natural lands. With regular druids they can become friendly and even close (but they will not easily put up with any attempts to control or 'tame' them from these Druids). It is rare for Wild Druids to run into each other. When they do, there will usually have to be some sort of contest or fight for 'pack leader'. They do, however, occasionally join with another of the opposite sex to mate. Wild Druids can respect the rogues stealthiness as being valuable qualities for the wild lands but has little to no understanding of their urban mannerisms and ways. Clerics and other divine spell casters they can respect, recognizing a connection in them to something greater than themselves. They will usually view arcane spell casters and fighters as potentially dangerous to animals and the wild lands and so will treat them with distrust and dislike. Having no understanding of or adherence to any laws other than the natural ones, they will chafe and rebel against the paladins strict ways.
Role: The Wild Druid enjoys even more versatility than the typical druid. With their shapeshift ability they can make excellent scouts and as they gain in levels and power be decent back-up front line fighters. While their spell per day selection is extremely limited they can still make passable back-up healers and divine casters. Her summoned animal friends also give the Wild Druid extended services to offer the party.
GAME RULE INFO:
Abilities:Same as regular Druid except Charisma based instead of Wisdom based. Since she only wears light armour, high Dexterity scores greatly improve the Wild Druid’s defensive ability. Strength is important for their fighting abilities.
Alignment:Chaotic Neutral
Hit Die:8
Saves: Strong Fort & Ref saves, weak Will saves.
Class Skills: Same as Pathfinder Druid with the addition of Escape Artist, Intimidate, Sense Motive and Stealth and the elimination of Profession, Ride and Spellcraft
Class Features:
Weapon and Armor Proficiency:
Not having had access to civilized goods, wild druids are proficient with even less weapons and armor than regular druids. They are limited to the following: club, dagger, dart, greatclub, quarterstaff, short spear, sling and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with shapeshift (see below).
They are proficient with leather, hide or wooden armor only. They are not proficient with shields. A Wild Druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A Wild Druid casts the same spells as regular druids yet they receive no formal training whatsoever. Instead, Wild Druids receive their spells by direct communion with nature and can cast them spontaneously as sorcerers do. Wild Druids have an even more limited spell known selection that sorcerers do yet each day they can change any of the spells they know. (Wild Druids share the same spell progression as Spirit Shamans from Complete Divine) A Wild Druid must 'commune with nature' (undisturbed contact with any natural plant or creature) for at least one hour each day to gain her known spells for the day.
Spontaneous Rejuvenation:(replaces Spontaneous Casting)Transfer energy of stored spell into Fast Healing for all Allies (& Wild Druid) in 30' for 3 rounds. hp/rnd = spell lvl sacrificed.(phbII pg39) Wild Druids tend more towards this option.
Bonus Languages:
Sylvan, the language of woodland creatures, is a bonus language option for a wild druid in addition to whatever option her race gives her. Wild druids do not know the Druidic secret language. Instead they speak Animal Tongue, which is the subtle language of expressions, movements and sounds of natural animals. While many ‘civilised’ concepts are difficult or impossible to express in this language many emotional and natural concepts are easier. This language gives wild druids a +2 bonus to all Handle Animal skill checks. This is a free language and does not take up a language slot.
ShapeShift:
Wild Druids spend the bulk of their lives in the wild with animals and so have no need of Animal Companions. Instead they strive to become more like the animals they love and cherish as friends and family. As such, all wild druids automatically receive the Shapeshift class ability (for more details consult the shapeshift alternative class feature in the Players Handbook II pg 39. Or look further down under Shapeshift on character sheet)
Summon Animals: In addition, because of their intimate connection with animals, almost everywhere she goes the wild druid has local animal friends she knows. The wild druid has spent her whole life around animals and can train and call them easily. (with increasing ability as her level increases)
*Note:This ability allows the summoning of Normal or Mundane Animals ONLY*
The total HD of the animals summoned must be equal to or less then the HD +1 per level of the summoning Druid (for example at 12th level a Wild Druid can summon 2 12HD animals or 4 6HD animals). As well, the type of animals summoned must be realistic to the current terrain the Wild Druid is in; for example, Polar Bears would not likely be available in the desert nor Camels in the Arctic.
With a successful Handle Animal DC you can use the animals to perform simple tasks. For Example:
DC 11 - Follow
DC 13 - Retrieve Nearby Item
DC 16 - Guard (as in while the group is asleep)
DC 18 - Protect (as soon as you or an ally is in danger, the animal will help)
DC 20 - Fight (Actively fight for the group) +2 if wild druid is injured, +4 if seriously so. If he is knocked unconscious the animals will fight to the death to protect him.
DC 30 - Extended Help (the animal will perform all above tasks for 1d4+CHA days)
All other normal Handle Animal rules apply.
Nature Sense: Same as normal druid, +2 bonus to Knowledge (nature) and Survival checks.
Track:A Wild Druid gains Track as a bonus feat.
(Wild Empathy: A wild druid uses her Animal Tongue skill instead of wild empathy.
Woodland Stride: Same
Trackless Step:Same
Resist Natures Lure: Same
(Wild Shape: A wild druid receives the Shapeshift ability instead of wild shape)
Venom Immunity:Same
A Thousand Faces:Same
Timeless Body:Same
| Khaladon |
Wish you could Always edit your posts :P
Here is the Latest (and Final?? lol ) Version of the Wild Druid,
Spoilered for length
WILD DRUID (New Class)3.5 Pathfinder Rules
The fury of the storm, the gentle strength of the morning sun the cunning of the fox and the power of the bear-all these and more are at the druid's command. Much more so than regular druids, Wild Druids truly become one with nature. Wild Druids are wilder, more natural cousins to regular Druids. .
Adventures: As all of the outdoors is theirs to roam, Wild Druids have no home base as such (although sometimes they will instinctively remain near where they were originally from) As with regular Druids, Wild Druids can easily accept that which is horrific or cruel in nature yet they hate all that which is unnatural including aberrations and undead. Sometimes they may team up with other adventurers to help eliminate a specific threat to the natural world. Other times their curiosity may just get the better of them for a while.
Characteristics:
A Wild Druid casts the same spells as regular druids yet they receive no formal training whatsoever. Instead, Wild Druids receive their spells by direct communion with nature and can cast them spontaneously as sorcerers do. In addition, from first level and increasing in power, wild druid gains versatile shapeshifting abilities as well as some other magical powers.
The starting armor and weapons of a wild druid are limited to that which they may be able to find or crudely fashion for themselves in the wild. They would never let themselves be restricted by heavy armor. They have little to no access to, or interest in, metal or typical wealth in general (although the concept of the accumulation of wealth can possibly be learned with experience according to the GM's discretion they should always have an aversion to too much metal as it interferes with the pure and primal nature they embody.)
Alignment: Because of their nature, Wild Druids have a strong tendency towards Chaotic Neutral as alignment. They cannot be of Lawful alignment.
Religion: Wild Druids have no religion, instead deriving their powers and abilities through direct communion with Nature itself. Most Wild Druids have no knowledge of 'Nature Gods' in any typically recognizable form although some may have experienced 'special visitations'.
Background:
To be considered a Wild Druid and receive these abilities a Wild Druid must have been 'lost' or 'abandoned' or by some other means left to their own devices, without any other human or humanoid contact for a minimum of seven years. Some Wild Druids are never seen by another 'two foots' again. Most Wild Druids retain some semblance of their former languages but depending on how old they were when they 'went wild' they usually don't speak people tongues very well and are most often illiterate or close to. Many Wild Druids have sorcerer blood in them, which may help explain why Nature chooses them. Most Wild Druids are young when they are lost to the wilds, because of their lack of innocence it is very rare for a full adult to be chosen by Nature as one of her Children & Protectors. And Protectors they are. Wild Druids have varying degrees of connection to and curiosity of their previous lives yet they are fiercely attached to and protective of their animal brothers and sisters and the natural world in general. All of Nature is extremely sacred to the Wild Druid and woe betide those who significantly harm it in any way (a chopped down tree would not cause them to kill for example yet clear cutting or burning of a large section of forest or a wasteful animal slaughter may cause them to go on a killing rampage).
Wild Druids of all sorts have a strong reaction to fire. These reactions may range anywhere from extreme respect and caution to complete hatred and terror.
Other Classes: Wild Druids are generally uncomfortable around most people and classes yet they can accept barbarians and rangers recognizing their reverence and familiarity with natural lands. With regular druids they can become friendly and even close (but they will not easily put up with any attempts to control or 'tame' them from these Druids). It is rare for Wild Druids to run into each other. When they do, there will usually have to be some sort of contest or fight for 'pack leader'. They do, however, occasionally join with another of the opposite sex to mate. Wild Druids can respect the rogues stealthiness as being valuable qualities for the wild lands but has little to no understanding of their urban mannerisms and ways. Clerics and other divine spell casters they can respect, recognizing a connection in them to something greater than themselves. They will usually view arcane spell casters and fighters as potentially dangerous to animals and the wild lands and so will treat them with distrust and dislike. Having no understanding of or adherence to any laws other than the natural ones, they will chafe and rebel against the paladins strict ways.
Role: The Wild Druid enjoys even more versatility than the typical druid. With their shapeshift ability they can make excellent scouts and as they gain in levels and power be decent back-up front line fighters. While their spell per day selection is extremely limited they can still make passable back-up healers and divine casters. Her summoned animal friends also give the Wild Druid extended services to offer the party.
GAME RULE INFO:
Abilities:Same as regular Druid except Charisma based instead of Wisdom based. Since she only wears light armour, high Dexterity scores greatly improve the Wild Druid's defensive ability. Strength is important for their fighting abilities.
Alignment:Chaotic Neutral
Hit Die:8
Saves: Strong Fort & Ref saves, weak Will saves.
Class Skills: Same as Pathfinder Druid with the addition of Escape Artist, Intimidate, Sense Motive and Stealth and the elimination of Profession, Ride and Spellcraft
Class Features:
Weapon and Armor Proficiency:
Not having had access to civilized goods, wild druids are proficient with even less weapons and armor than regular druids. They are limited to the following: club, dagger, dart, greatclub, quarterstaff, short spear, sling and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with shapeshift (see below).
They are proficient with leather, hide or wooden armor only. They are not proficient with shields. A Wild Druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A Wild Druid casts the same spells as regular druids yet they receive no formal training whatsoever. Instead, Wild Druids receive their spells by direct communion with nature and can cast them spontaneously as sorcerers do. Wild Druids have an even more limited spell known selection that sorcerers do yet each day they can change any of the spells they know and they have a slightly faster spell progression. (Wild Druids share the same spell progression as Spirit Shamans from Complete Divine) A Wild Druid must 'commune with nature' (undisturbed contact with any natural plant or creature) for at least one hour each day to gain her known spells for the day.
Spontaneous Rejuvenation:(replaces Spontaneous Casting)Transfer energy of stored spell into Fast Healing for all Allies (& Wild Druid) in 30' for 3 rounds. hp/rnd = spell lvl sacrificed.(phbII pg39) Wild Druids tend more towards this option.
Bonus Languages:
Sylvan, the language of woodland creatures, is a bonus language option for a wild druid in addition to whatever option her race gives her. Wild druids do not know the Druidic secret language. Instead they speak Animal Tongue, which is the subtle language of expressions, movements and sounds of natural animals. While many 'civilised' concepts are difficult or impossible to express in this language many emotional and natural concepts are easier. This language gives wild druids a +2 bonus to all Handle Animal skill checks. This is a free language and does not take up a language slot.
ShapeShift:
Wild Druids spend the bulk of their lives in the wild with animals and so have no need of Animal Companions. Instead they strive to become more like the animals they love and cherish as friends and family. As such, all wild druids automatically receive the Shapeshift class ability (for more details consult the shapeshift alternative class feature in the Players Handbook II pg 39. Or look further down under Shapeshift on character sheet)
Summon Animals: In addition, because of their intimate connection with animals, almost everywhere she goes the wild druid has local animal friends she knows. The wild druid has spent her whole life around animals and can train and call them easily. (with increasing ability as her level increases)
*Note:This ability allows the summoning of Normal or Mundane Animals ONLY*
The total HD of the animals summoned must be equal to or less then the HD +1 per level of the summoning Druid (for example at 12th level a Wild Druid can summon 2 12+hpHD animals or 4 6+hpHD animals). As well, the type of animals summoned must be realistic to the current terrain the Wild Druid is in; for example, Polar Bears would not likely be available in the desert nor Camels in the Arctic. (*Note to avoid abuse: while the Wild Druid does have a strong influence over these animals and they are 'friends', they are still wild animals. For example while a low level Wild Druid could attempt to carry around 4 poisonous reptiles for an extended period of time they would also be at potential risk of getting bitten; up to the DM's discretion. Additionally, any harm done to the animals by the Wild Druid or her allies will give a 75% chance for the summoned animals to either attack or flee unable to be recalled)
The Wild Druid must spend at least one minute or more, depending on the abundance or lack or animals in the area, calling out to the chosen type of creature. With a successful Handle Animal DC the animals summoned can be asked to perform simple tasks for 1d4 hours. After which time the animals will wander off to where they came from or the Wild Druid can perform another DC. However no wild animal will remain in the Wild Druid's service for longer than 24hrs except as seen below.
For Example:
DC 11 - Follow/Track
DC 13 - Retrieve Nearby Item
DC 16 - Guard (as in while the group is asleep)
DC 18 - Protect (as soon as you or an ally is in danger, the animal will help)
DC 20 - Fight (Actively fight for the group) +2 if wild druid is injured, +4 if seriously so. If he is knocked unconscious the animals will fight to the death to protect him.
DC 30 - Extended Help (the animal will perform all above tasks for 1d4-2+CHA days after which no more checks are possible on that same group of animals)
All other normal Handle Animal rules apply.
Nature Sense: Same as normal druid, +2 bonus to Knowledge (nature) and Survival checks.
Track:A Wild Druid gains Track as a bonus feat.
(Wild Empathy: A wild druid uses her Animal Tongue skill instead of wild empathy.
Smell Evil:At second level a Wild Druid has developed their animal affinity to the point that they can, like most animals 'sniff out' Evil. As a standard action and only when concentrating Wild Druids can 'smell' Evil within 10'. This ability can be used to tell if someone is of evil alignment or if particularly evil deeds occurred in a particular place and get a general idea of how long ago it happened (eg, within hours, days, recently, a while ago or very long ago.)
2nd lvl:Woodland Stride-Same as normal Druid
3rd lvl:Trackless Step-Same; At 3rd level Wild druids also gain the Scent ability
4th lvl:Resist Natures Lure-Same; Natural Weapons treated as magic for overcoming DR and gain +1 to hit and dam. Gain Mobility in Predator Form.
5th lvl:Wild Shape-(A wild druid receives the Shapeshift ability at 1st lvl and never gains wild shape) At 5th level gain Aerial form.
7th lvl:Gain Fly By Attack while in aerial form
8th lvl:Natural Weapons now +2 to hit and dam (in addition to all other modifiers); Gain Ferocious Slayer form
10th lvl:Gain Improved Critical(bite) & (claw) feats while in ferocious slayer form
9th lvl:Venom Immunity-Same
12th lvl:Forest Avenger form
13th lvl:A Thousand Faces-Same
14th lvl:Gain Improved Overrun while in forest avenger form
15th lvl:Timeless Body-Same
16th lvl:Gain Elemental Fury form
18th lvl:Gain Great Cleave while in elemental fury form