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The Druid and Other Classes

Elves : Elves are the archetypal druids, with good reason . From birth, children of this race learn to love the woodlands and the natural world in general . Elven druids have several racial advantages, not the least of which is their improved vision-low-light vision and bonuses to Spot and Search checks . Sadly, they must set aside their racial training in the longsword, rapier, and bow ; a druid who uses any of those weapons loses all her druid powers for 24 hours . The physical frailty of an elf (-2 penalty to Constitution) is a slight disadvantage, but one that most elven druids are willing to accept . Best of all, an elven druid can return to the woodland home of her youth and find acceptance and even honor among her kind . Not many cultures are so accepting of the druid, and in few other settlements can she feel truly comfortable .

Gnomes : Though many do not realize it, the gnomes' bond with the natural world is nearly as strong as the elves'. Gnomes live simply, in wooded hills and warm burrows. Unlike members of other races, they can converse with burrowing creatures through an innate Speak with animals ability. Whether it is a blessing of the deities or a trick the gnomes learned over time, this ability bonds them with animals in a way that few others understand . Add in the gnome's low-light vision and natural hardiness, and the gnome druid has many of the dwarf's physical advantages as well as the social acceptance that the elf enjoys . Though her small size makes the gnome druid physically weaker than a human, wild Shape allows her to take the form of an animal with great strength, such as a hear or leopard. Humble, playful people that they are, gnomes make talented and steadfast druids .

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Half-Elves : Lost and looking for her place in the world, many a half-elf finds solace in serving nature . Perhaps it's a way of accepting her elven half or appeasing elven kin-or perhaps the half-elf whom society has cast aside finds a certain appeal in the sometimes lonely path of the druid . Whatever her reasons for taking up the class, the half-elven druid benefits from her elven heritage through her improved vision. Half-elves may also have an easier time getting along in a human-dominated world than elves do .

Half-Ores : It's unfortunate that so few half-ores take up the druidic path . Like their orc parents, many halforcs live in wild frontiers, often far away from settled and well-defended towns . Those same frontiers are often home to druids . Half-orc characters have two significant advantages : darkvision and a +2 racial bonus to Strength . Moreover, although some may mock the half-orc for her lack of intelligence and her crudeness, a druid can live without great intelligence and charisma . Like the halfelf, the half orc must live with a degree of social stigma, so she may find a solitary existence in the woods preferable to dealing with those who can't accept her for what she is . Nature, after all, embraces all living beings and brings peace to the tormented soul.

Halflings : Halflings make good druids . Their natural athleticism and sensitive ears are ideal for outdoor survival, and their general good luck and bravery serve them well too. The primary reason that so few halflings take up the sickle and mistletoe is the strength of the halfling community. Their predilection for comfortable beds, fine food, and ample drink tends to discourage them from choosing more challenging lives in service to nature . The few who do take up the druid's path find that their size is no impediment to excellence .

Monsters : Among the monstrous races, two stand out as likely druids : centaurs and lizardfolk. Both races generally have tribal societies, and both live in harmony with their environments . It is not uncommon in either culture to find druids in positions of leadership .

A centaur makes an excellent druid because of her +3 racial bonus to Wisdom, her natural familiarity with the outdoors, and her skill with horticulture . Her level equivalent is her class levels +7, so a 1st-level centaur druid would be appropriate for a 6th-level parry.

Lizardfolk druids are easier to integrate with the average game than are their centaur counterparts-if nothing else, it's easier to take a lizardfolk than a centaur into a dungeon . Since the lizardfolk's level equivalent is her class levels +4, a 1st-level lizardfolk druid can join a campaign when the average character level is only 3rd . Unlike centaurs, lizardfolk druids have no racial adjustment to their Wisdom scores, but they do have respectable natural attacks at their disposal. As aquatic creatures, they're the only druidically inclined race that can also breathe water .

An enterprising player might also consider the dryad (class levels +4) and the nymph (class levels +12) as choices for a druid character . Both have strong ties to nature, and abilities that benefit from the addition of the druid class .

The druid's defense of the natural world is neither shortsighted nor provincial . She is, in some sense, a living extension of nature's will. Therefore, when evil threatens the land, she's likely to enlist in the fight, even if it takes place far outside her grove . on other occasions, the druid may become involved in adventures out of loyalty to friends, or out of curiosity about some aspect of nature .

As noted above, the druid has no difficulty fitting into most adventuring parties. If you're playing a druid, you may find some good advice in the following paragraphs about getting along with your fellow adventurers .

Barbarians : Though the barbarian may rush headlong into combat, your relationship with him tends to be a good one . Both of you have woodland skills, and while you may not share the same view of the world, you do traverse the same hills and valleys.

Bards : You can understand the traveling lifestyle of the bard, but you don't envy it. Bards tend to stir up nearly as much trouble as rogues do in their wanderings, but bards at least make charming and versatile adventuring companions . Their wide range of skills, their spellcasting talent, and their combat ability make them suitable backups for nearly any other character class . Add to that their incredible musical effects, and what's not to like? The bard reminds you that zest for living is a good thing, and that whatever duties you take on, life is a precious gift that should be enjoyed, not merely spent .

Clerics : You and the cleric share many spells and some similar obligations, but you certainly don't share the same viewpoint on life . Your mind is focused on the earth, while he contemplates the heavens . This difference does not necessarily make for poor relations ; indeed, you and he can develop a healthy respect for one another's abilities and come up with some highly useful spell combinations . True friendship is rare, however, unless the cleric has chosen the Animal, Plant, or Sun domain .

Fighters : It's always handy to have a fighter around when there's trouble . Through the barbarian may be tougher overall, the fighter is incredibly skilled in the art of war, which means he usually knows a lot of fighting tricks that can help his group defeat sophisticated and powerful adversaries. On the other hand, it seems that he devotes his entire life to combat-and what sort of attitude is that? It's that mindset-concentrating on petty squabbles instead of more important issues-that encourages ever-increasing conflict in the world . All things considered, you get along fine with the fighter when your goals coincide with his, but you would rather spend time with the ranger or the barbarian .

Monks : The monk seeks enlightenment through an ascetic lifestyle, which ultimately amounts to a denial of the self . To you, that seems utter folly . While there may be other planes of existence and a state beyond the "mortal realm," people should live in the present-in this world. You can sympathize with that lonely figure who came out of a monastery, but you have trouble embracing her outlook on life . As long as she's content to let others pursue their own paths, though, the two of you might be able to forge a bond of friendship .

Paladins : Your relationship with the paladin is often strained because the two of you have different outlooks on life and devote yourselves to different goals . The two things you have in common are a sense of moral duty and a desire to protect something in this world . You're both champions of your causes, and at those times when your interests overlap-when confronted by an overwhelming evil, for instance-you can form an alliance that few foes can withstand . Lasting friendship between the two of you is rare, however.

Rangers : As might be expected, you and the ranger get along well. You share an understanding of the natural world, and though your means may vary, you see the need for each other. The one thing that disturbs you about the ranger is his vengeful dislike of certain creatures . You can understand the desire to hunt-that's a natural instinct-but you don't understand the desire to eradicate a certain type of being. Though your skills tend to overlap, the two of you together with your animal companions can greatly increase the capabilities (and sheer numbers) of an adventuring party.

Rogues : You appreciate rogues for their unique talents, but your lifestyle rarely brings you into contact with them . For the most part, that suits you just fine . The fact that civilized society considers rogues to be miscreants, thieves, and assassins doesn't concern you, since you care little for society's strictures anyway. But some rogues think of life as a game, and too many others think of nothing but worldly goods . This leaves you little in common with the party's rogue, though you respect her skills .

Sorcerers : You may not fully understand the sorcerer or his origin, but you do respect innate gifts . The sorcerer, through some quirk of fate or bloodline, has a talent for magic, and unlike the wizard, he doesn't cloister his body inside a moldy tower or his mind inside an equally moldy tome . Most sorcerers are charismatic people who don't hide from the world or hold themselves above it. Those attributes make it easy for you to get along with them .

Wizards : There's a place for learning and a place for academic study . Wizards spend far too much time with their noses in books and not enough time getting exercise in the fresh air. But despite their typical lack of physical prowess, they often make pleasant companions and able adventurers, and their spells complement yours nicely. From your perspective, the only real flaw in the wizard's magic is that she draws her power from unnatural sources, calling in energy from places not of this world . Thus, while you are wise enough to befriend the wizard in your own adventuring group, you often take some small pleasure in fighting a villainous wizard .

Rules Update : Using Wild Shape

"They tickle and itch, but you get used to feathers. Never quite get used to the eggs, though." The druid Kelliana of Blue Tribe

Wild Shape is one of the druid's most useful and flexible class features . The following version of this ability supersedes the one presented in the Player's Handbook .

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