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repeatable tiled thing made in GIMP
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CLASS TRAITS

Class Traits

Role: Hybrid (Defender/Striker)
Power Source: Primal
Key Abilities: Wisdom, Strength, Constitution
Armor Training: Cloth, Leather, Hide
Weapon Proficiencies: Club, Dagger, Great Club, Quarterstaff,
Sickle, and Scythe
Bonus to Defenses: +1 Fortitude, +1 Will
Starting HP: 12 + Constitution Score
HP per level gained: 5 HP/level
Healing Surges: 6 + Constitution Modifier
Trained Skills: Nature plus three others; Athletics, Endurance, Heal, History, Intimidate, Perception, Religion, Stealth
Bonus Language: Druidic
Build Options: Feral Warrior Druid, Master of Rites Druid,
Nature’s Protector Druid
Class Features: Favored Form, Stride, Wild Shape

Favored Form
Druids operate in a variety of ways. Some druids rely on their wild shape to protect allies and nature alike; while others rely on the advantages it brings when combating enemies. There are some druids who only use wild shape as a last resort. These druids, instead, focus on their magical talents and their connection to the feywild. Choose one of the following options.

Defensive Focus: You gain +3 hit points at 1st level and +1 hit point per level after that. You also gain a +4 power bonus to AC when in Defensive Form, and can use the Primal Challenge power to mark an enemy of your choice.
Offensive Focus: You gain proficiency with one simple or martial weapon of your choice and deal an additional 2 points of damage with all attacks you make.
Rites Focus: You gain one additional encounter rite of your choice at 1st level. At 3rd level, and any level thereafter in which you’d gain an encounter power, you may trade your extra rite to match your highest level available.

Implements
Druids wielding a magic staff or rod can add its enhancement bonus to the attack rolls and the damage rolls of druid powers, as well as druid paragon path powers that have the Implement keyword. Without a staff or a rod, a druid can still use these powers, but he or she doesn’t gain the bonus provided by the magic Implement. An Athame, a special magic dagger (see Pact Blade; PHB pg. 235), can also be used as an Implement for druid powers, as well as druid paragon powers. These daggers are often given to respected members of a druid’s circle.

Stride
You have Terrain Walk of the type of your choice. Choose between Earth Walk, Forest Walk, Ice Walk, and Swamp Walk.

Wild Shape
This Class feature encompasses multiple powers, two of which (Defensive and Offensive) are outlined below. As a move action, you can change into and out of the form of an animal. You can only use powers with the wild keyword when you are in a wild shape form. Any gear you wear still functions exactly as it does when not in wild shape, but appears only to be your claws, horns, or even your thick hide while you are wild shaped.

WILD SHAPE: DEFENSIVE FORM
Druid Feature
You become a rhino, a bull, or another tougher than average creature.
At-will * Primal, Stance
Move Action Personal
Effect: You gain a +3 power bonus to your AC and creatures you hit with your attacks are marked by you.

WILD SHAPE: OFFENSIVE FORM
Druid Feature
You become a tiger, a ram, or another stronger than average creature.
At-will * Primal, Stance
Move Action Personal
Effect: You deal an additional +1d6 damage with all attacks when you have combat advantage. Increase the additional damage by +1d6 at 11th level and again at 21st level.

PRIMAL CHALLENGE Druid Feature
You call your enemy out with a growl, yell, or howl; then move in to make good your challenge.
At-will * Primal
Minor Action Close burst 5
Requirement: Defensive Focus class feature
Target: One creature in burst
Effect: You mark the target. The target remains marked until you fail to attack it at least once during each round.
While a target is marked, it takes a -1 penalty to all defenses.
You can use primal challenge once per round.
Special: You can use this power while in a Wild Shape form.