Requirements: Divine Gift, 2 Talents from either Nature's Servant or Summoner, Trained in Knowledge (Nature)
Hit Dice: The Druid uses d6 Hit Dice
Defense Bonuses: Druids get a +4 class bonus to their Will defense and a +2 class bonus to their Fortitude Defense.
Special Ability: Natural Bond: You gain this bonus to your will defense against all powers used by fey. You also get it as
a bonus to all Knowledge (Nature) and Survival checks, all Stealth checks made outdoors and all attack rolls with organic weapons and farming implements. You only gain this benefit while wearing no armor or armor made from organic materials.
+1 a 2nd level and ever other level thereafter.
-Nature's Servant (Cleric)
You may have an additional animal companion. You may take this talent more than once.
You may give your companion a swift, move or standard action by sacrificing a swift action.
Increase the maximum size category of your companion by 1. You may take this talent more than once.
Improved Animal Bond
You may control the actions of an animal you have bonded with.
Any spell that you cast targeting yourself also applies its benefits to your companion as long as they are within 6 squares
You get a +5 competence bonus to Spellcasting or Devotion checks used to cast the Fear or Charm spells on Animals.
You may choose an ooze, plant, elemental or magical beast as a companion.
You may change into a small animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.
You may change into a medium animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.
You may change into a large animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.
You may change into a huge animal. You gain all of the animal's physical abilities, but retain your mental ones. The chosen animal may not have a CL higher than your level. You may not cast spells while Shapechanged.
You may change into an ooze instead of an animal when you shapechange.
You may change into a plant instead of an animal when you shapechange.
You may change into an elemental instead of an animal when you shapechange.
You may speak normally while shapechanged. You may make Spellcasting or Devotion checks at a -5 penalty.
Req: Trained in Knowledge (nature) and Survival, 2 Talents from either Nature's Servant or Lurker, 1 Talent from either Melee or Ranged Training
Hit Dice: The Ranger uses d10 Hit Dice
Defense Bonus: Rangers gain a +4 class bonus to their Fortitude Defense and a +2 class bonus to Reflex defense.
Favored Enemy: Choose single creature type or humanoid race. You gain this bonus to all attacks, damage and opposed skill checks against members of that group. +1 at 2nd level and every other level thereafter.
-Nature's Servant (Cleric)
-Melee Training (Fighter) or Ranged Training (Rogue). Choose one when you enter this Prestige Class.
Additional Favored Enemy
You may choose an additional creature type or humanoid race as a favored enemy.
Req: Never Again, Persistent
Attacks or effects originating from your Favored enemies cannot move you down the condition track.
You may reroll any Survival checks used to track your Favored enemy, as well as any Diplomacy checks use to gather information about a favored enemy. You must accept the result even if it is worse.
You may spend a swift action to give your favored enemies a penalty to attacks against you equal to your Favored Enemy bonus.
You gain a bonus to your Will defense equal to your Favored enemy bonus against spells cast by your favored enemy.
In addition, once per encounter you may spend an action point to ignore a single effect targeting your will defense an originating from a favored enemy.
When you exceed a favored enemy's damage threshold you move them an additional -1 CT and deal an additional 1d6 damage.
Req: Hatred, Bane
When you exceed a Favored Enemy's damage threshold make an immediate attack against their Fort defense at 1d20 + your character level. If you exceed their defense they are immediately rendered dying (or dead, for non-heroics). This ability does not work on creatures of a higher CL than the character.
You may reroll any Perception checks, but must keep the new result even if it is worse.
Req: Acute Senses
You suffer a -5 penalty to your Perception checks for every 20 squares away from the target you are, instead of every 10.
You suffer no penalty for making ranged attacks against targets in Short range.
You cannot be surprised.
Allies within your line of sight gain a +5 competence bonus to their Perception checks to avoid being surprised.
Req: Acute Senses
You gain a +5 bonus to perception check involving audio, such as eavesdropping, hearing distant noises or noticing targets while sleeping.
Req: Uncanny Ear
You know the location of any creature or object touching the ground within 12 squares. If the object has concealment you still suffer any relevant attack penalties.
You know the location of all creatures within 6 squares and ignore any concealment within this range.