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Ghost in the Shell

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* Descent

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Darkness

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Site Title


© 2001 Benjamin James Redant

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
B. Attack
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
+9
+10
+11
+12
+12
+13
+14
+15
F. Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
R. Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
W. Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special
Nature Sense, Animal Companion, Wild Empathy
Woodland Stride
Trackless Step
Resist Nature's Lure
Wild Shape 1/day
Wild Shape 2/day
Wild Shape 3/day
Wild Shape (Large)
Venom Immunity
Wild Shape 4/day
Wild Shape (Tiny)
Wild Shape (Plant)
A Thousand Faces
Wild Shape 5/day
Wild Shape (Huge); Timeless Body
Wild Shape (Elemental 1/day)

Wild Shape 6/day (Elemental 2/day)

Wild Shape (Elemental 3/day, Huge Elemental)

Spells Per Day

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
0
3
4
4
5
5
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
1st
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
5
5
5
5
5
2nd
-
-
1
2
2
3
3
3
3
4
4
4
4
5
5
5
5
5
5
5
3rd
-
-
-
-
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
5
4th
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5th
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
5
5
6th
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
7th
-
-
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
8th
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
4
9th
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
2
3
4


© 2004 Gillian Meredith Smith

Key STATS: Wisdom, Dexterity

Alignment: NG, LN, N, CN, NE

Hit Die: d8

Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge(Nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim

Starting Skill Points: (4 + INT modifier) x 4

Points/Additional Level: 4 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies
    Druids are proficient with the following weapons: club, dagger, dart, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. They are proficient with light and medium armors, but are prohibited from wearing metal armors (thus they may only wear padded, leather, or hide armor). They are skilled with shields, but may only use wooden ones.
    WEAPON GROUP ALTERNATIVE: Basic Weapons plus either Druid Weapons or Spears.

  • Spells
    Druids have the ability to cast Divine spells. In order to cast a spell, you must have a Wisdom score of at least 10 + the spells level. The DC for saves against your spells is 10 + the spells level + your Wisdom modifier. You gain bonus spells based off of your Wisdom score.
    A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can 'lose' a prepared spell in order to cast any Summon Nature's Ally spell of the same level or lower.
    NOTE: A druid cannot cast spells of an alignment opposed to her own (in regards to Lawful, Chaotic, Good, and Evil spells).

  • Nature Sense (Ex)
    A druid gains a +2 bonus on Knowledge(Nature) and Survival checks.

  • Animal Companion (Ex)
    A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (small or medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are added to the list of options: crocodile, porpoise, medium shark, and squid.
    This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. At 1st level, the druid's companion is completely typical for its kind, except as noted in the Sidebar (see below). As a druid advances in level, the animal's power increases.
    If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
    A druid of 4th level or higher may select from alternative lists of animals (see Sidebar below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's druid level and compare the result with the druid entry level powers. If this adjustment would reduce teh druid's effective level to 0 or lower, she can't have that animal as a companion.

  • Woodland Stride (Ex)
    Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are magically enchanted or manipulated to impede motion still affect the druid.

  • Trackless Step (Ex)
    Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.

  • Resist Nature's Lure (Ex)
    At 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of fey (such as dryads, nymphs, and sprites).

  • Wild Shape (Su)
    At 5th level, a druid gains the ability to turn herself into any Small or Medium-size animal and back again once per day. This ability functions like the Polymorph 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. For example, a druid who has never been outside a temperate forest could not become a polar bear.
    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).
    A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's hit dice can't exceed the character's druid level.
    At 12th level, a druid becomes able to use wild shape to change into a plant creature, such as a shambling mound, with the same size restrictions as for animal forms. The druid cannot use this ability to take the form of a plant that isn't a creature, such as a tree or rose bush.
    At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid in most cases).
    At 18th level, a druid becomes able to assume elemental form twice per day, and a 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

  • Venom Immunity (Ex)
    At 9th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral poisons or poison gas.

  • A Thousand Faces (Su)
    At 13th level, a druid in her normal form gains the supernatural ability to change her appearance at will, as if using the spell Alter Self.

  • Timeless Body (Ex)
    After achieving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

Page Last Updated Feburary 24th, 2005

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