Druid
Druid's are one with nature and protect the balance. They are guardian's, hunter's, healers, blighters, and anything else they need to be. Druids gain special abilities depending on what type of terrain they call home. Druids take special primal animal forms for scouting, travel, or to become powerful combatants.

Alternative names: Grove Keeper, Primal

Alignment: Any neutral.

Power Source: Natural

Race: Must have Air, Earth, Plant, or Water tendencies. A character with Ice tendencies may only be an arctic druid and may only cast air and water spells.

HP: T5 S6 M7 L8 H9 + Con

Key Abilities: Wisdom, Constitution, Strength

Defensive Bonus: +1Fortitude, +1 Will

General Class Skills (5 + Int): Balance (Dex), Climb (Str), Concentration (Con),  Diplomacy (Cha), Handle Animal (Wis), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str)

Knowledge Class Skills (4 + Int): Craft (any except metal) (Int), Knowledge (arcana, geography, history, local, nature) (Int) , Profession (any nature related) (Wis)

Weapon and Armor Proficiencies: Bladed gauntlet, blowgun, club, dagger, dart, handaxe, lasso, net, quarterstaff, scimitar, sickle, shortbow, short spear, sling, spear, and natural attacks. Light, med-light, and medium armor, and small shields. (All must be made of natural items such as wood, coral, leather, or bone.)

Crafting: None.

Rival class: Tinker.
Terrain Druids -
Aerial Druid [Air] - 1st Nature Sense, 2nd Improved Maneuverability, 3rd Swift Flying, 9th Soaring Spirit

Arctic Druid [Ice or Air] - 1st - Ice Familiarity, 2nd Exposure Immunity, 3rd Ice Movement, 9th Cold Immunity

Desert Druid [Earth, Air, or Plant] - 1st Water Sense, 2nd Water Retention, 3rd Heat Resistance, 9th Fire Resistance

Forest Druid [Plant]- 1st Nature Sense, 2nd Woodland Stride, 3rd Trackless Step, 9th Venom Immunity

Mountain Druid [Earth or Air] - 1st Disaster Sense, 2nd Climbing Mastery, 3rd Slow Fall, 9th Spirit of the Mountain

Plains Druid [Plant, Air, or Earth] - 1st Warning of the Herd, 2nd Fleet of Foot, 3rd Trackless Step, 9th Path Finder

Swamp Druid [Plant or Water]- 1st Nature Sense, 2nd Swamp Stride, 3rd Crocodile Crouch, 9th Disease and Vermin Immunity

Tropical Druid [Plant] - 1st Nature Sense, 2nd Swift Stride, 3rd Trackless Step, 9th Disease and Vermin Immunity

Underground Druid [Earth or Plant] - 1st Stonecunning, 2nd Climbing Mastery, 3rd Echoless, 9th Meld into Stone

Underwater Druid [Water] - 1st Sea Sight, 2nd Unobtrusive Swimming, 3rd Swift Swimming, 9th Pressure Resistance