Pathfinder: The Druid Class

I wish I could turn into a hamster at will

Dungeons & Dragons 5E

Pathfinder: Wrath of the Righteous, a CRPG is out and half the fun is planning and building a new character! Maybe a druid suits me best.

Druids are concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic.

Clothed with the Sky: Some Druids conduct their ceremonies “skyclad.” By freeing themselves of clothes and even of robes they feel closer to the natural world, and feel they can perform their magic more effectively – with their energy unimpeded by shoes or clothing. It also reduces the hassle of your equipment falling to the ground after a transformation:

Wild Shape: Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it.

Meld into stone: You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

Land’s Stride: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Resist Nature’s Lure: Starting at 4th level, a Druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey and plants.

So what about you? Think you can resist nature’s lure? 😉

Wicked Wednesday

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