The Druid
Druids manipulate similar powers as clerics, but while Clerics track their magical powers back on the patronage of their god, druids either worship nature themselves or its spirits. There are several religions of primal or nature deities where the high priests are in fact druids. When the Berserker is the wild coun-terpart of more civilized warriors, the Druid is the primal counterpart of the more civilized clerics and battle priests. Druids try to live in harmony with their environment and often become protectors of endangered glens or places of spiritual powers.

Spoiler
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The conversion of the druid was some kind of a problem, as I felt that the original class was much too strong and completely failed to implement the feeling of a wise man or woman close to nature. So the S&S druid loses several of the more traditional abilities (most significantly the shapeshift ability and the animal companion) but gains a more wilderness-based set of abilities.
The druid is the wid and untamed counterpart to the supposedly civilized cleric.


Hit Points at 1st level: 12 + Con modifier
Hit points at each additional level: 2 + Con modifier

Class Skills
The druid’s class skills (and the key ability for each skill) are Balance (2xDex), Climb (Str+Dex), Con-centration (Con+Wis), Craft (Int+?), Escape Artist (Str+Dex), Handle Animal (Con+Cha), Heal (Wis+Cha), Hide (Dex+Con), Jump (2xStr), Knowledge (dungeoneering) (2xInt), Knowledge (geography) (2xInt), Knowledge (nature) (2xInt), Listen (Con+Wis), Move Silen1tly (Dex+Con), Profession (Wis+?), Ride (Dex+Cha), Search (Int+Wis), Spellcraft (Int+Wis), Spot (Wis+Con), Survival (Wis+Con), Swim (Str+Con), and Use Rope (Str+Dex).

Skill Points at 1st Level: (5 + Int modifier) x 4.
Skill Points at Each Additional Level: 5 + Int modifier.

Spell Points at 1st level: 12 + Wis modifier
Spell points at each additional level: 5 + Wis modifier
Spell Aquisition points per level: 8 + Wisdom modifier
Spell point regeneration (per hour of meditation): 2d10 +Wis modifier

Table: The Druid
{table=head]Level|BAB|BDB|Fort Save|Ref Save|Will Save|Special

1st|
+0
|
+0
|
+1
|
+0
|
+2
|wild empathy, favorite environment 1, simple energy control

2nd|
+1
|
+1
|
+1
|
+0
|
+3
|woodland stride

3rd|
+2
|
+2
|
+2
|
+1
|
+3
|instinctive defense

4th|
+3
|
+3
|
+2
|
+1
|
+4
|resist nature’s lure

5th|
+3
|
+3
|
+3
|
+2
|
+4
|favorite environment 2

6th|
+4
|
+4
|
+3
|
+2
|
+5
|advanced energy control

7th|
+5
|
+5
|
+3
|
+2
|
+5
|Trackless Step

8th|
+6/+1
|
+6
|
+4
|
+2
|
+6
|-

9th|
+6/+1
|
+6
|
+4
|
+3
|
+6
|Venom immunity

10th|
+7/+2
|
+7
|
+5
|
+3
|
+7
|favorite environment 3

11th|
+8/+3
|
+8
|
+5
|
+3
|
+7
| -

12th|
+9/+4
|
+9
|
+6
|
+4
|
+8
|complex Energy control

13th|
+9/+4
|
+9
|
+6
|
+4
|
+8
|-

14th|
+10/+5
|
+10
|
+6
|
+4
|
+9
|Timeless Body

15th|
+11/+6/+1
|
+11
|
+7
|
+5
|
+9
|favorite environment 4

16th|
+12/+7/+2
|
+12
|
+7
|
+5
|
+10
|-

17th|
+12/+7/+2
|
+12
|
+8
|
+5
|
+10
| Woodland sprint

18th|
+13/+8/+3
|
+13
|
+8
|
+6
|
+11
|perfect energy control

19th|
+14/+9/+4
|
+14
|
+9
|
+6
|
+11
| -
20th|
+15/+10/+5
|
+15
|
+9
|
+6
|
+12
|favorite Environment 5[/table]

Class Features
Weapon and Armor Proficiency: Druids are proficient with all simple weapons, shortbows (including composite shortbows) and one martial melee weapon of the player’s choice. Druids are also proficient with light armor and with shields (except tower shields).

Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this lan-guage to nondruids.

Spells: A druid casts divine spells, which are drawn from the druid spell list. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells per day limited on their number of spell points. At first level, a druid gains 10 + Wisdom Modifier spellpoints, and 4 + Wisdom Modi-fier on each additional level.
A druid’s selection of spells is extremely limited. A druid begins play knowing 4 0-level spells and two 1st-level spells of your choice. At each new level, a druid gains a pool of 8 + Wisdom modifier acquisi-tion points for gaining new spells, whereby the cost of every spell is equal to its spell level. (Example: A druid with Wisdom 18 reaching 7th level would gain 12 points to gather new spells – he could learn 4 level 3 spells, 6 level 2 spells or 12 level 1 spells or a combination of this like 3 level-3 spells, two level-1 spells and two new cantrips). These new spells must chosen from the druid spell list. A druid cannot spare his spell acquisition points to learn more powerful spells on a higher level.
Upon reaching 4th level, and at every even-numbered druid level after that (6th, 8th, and so on), a druid can choose to learn a new spell in place of one he already knows. In effect, the druid "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being ex-changed, and it must be at least two levels lower than the highest-level druid spell the druid can cast. A druid may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a druid need not prepare his spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spellpoints. She does not have to decide ahead of time which spells she’ll cast.

Basic energy control: At 1st level, a druid can channel one spell energy point per turn. The total sum of Energy points the druid can keep under control is equal to his Wisdom modifier or three, whichever is lower.

Favorite Environment (Ex): At 1st level, a druid may select a natural environment from among those given on Table: Favored Environments. Due to the druid's experience in that environment, he gains a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when using these skills in that envi-ronment. She also gains the same bonus on Knowledge (nature) checks made in association with that environment (or on Knowledge (dungeoneering) checks made in association with underground envi-ronments, if the druid has selected underground as a favored environment).
At 5th level and every five levels thereafter (at 10th, 15th, and 20th level), the druid may select an addi-tional favored environment from those given on the table and gains an identical bonus on the appropri-ate skill checks in that environment. In addition, at each such interval, the bonuses in any one favored environment (including the one just selected, if so desired) increase by 2. For example, a 5th-level druid has two favored environments. In one she has a +4 bonus on the appropriate skill checks, and in the other she has a +2 bonus. At 10th level, she has three favored environments, and she gains an additional +2 bonus, which she can allocate to any of her three favored environments. Thus, her bonuses could be either +4, +4, and +2 or +6, +2, and +2.
If the druid chooses desert or forest, he must also choose a climate type, as indicated on the table (either "cold" or "temperate or warm" for desert, or "cold or temperate" or "warm" for forest).
A druid can't select an environment that she has never visited.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually un-friendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Instinctive Defense (Ex): When unarmored and unencumbered, a third level druid adds her Wisdom bonus (if any) to her Defense. In addition, a druid gains a +1 bonus to AC at 7th level. This bonus in-creases by 1 for every four Druid levels thereafter (+2 at 11th, +3 at 15th, and +4 at 19th level).
These bonuses to AC apply even against touch attacks or when the druid is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, carries a shield or when she carries a medium or heavy load.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Advanced Energy Control: At 6th level, a druid has learned to control the flow of magic energies a lot better than before. From now on, she can channel up to two spell energy points per turn and therefore increase the casting speed of complex spells, and the maximum of energy she can keep under his control increases to her Wisdom modifier +1. Additionally, she gains an additional spell acquisition point per level (increasing the total to 7 + Wisdom modifier).

Trackless Step (Ex): Starting at 7th level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.

Complex Energy Control: At 12h level, the druid’s ability to control her magical energies increase again. Now, she can channel up to three spellpoints per turn, and control a maximum of spell energy up to 2 + Wisdom modifier. The druid also gains an additional spell acquisition point per level (up to the total of 8 + Wisdom modifier).

Timeless Body (Ex): After attaining 14th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.

Woodland Sprint (Ex): At 17th level, a druid may move at her normal speed through thorns, briars, and overgrown areas that have been magically manipulated. She does not take damage or suffer any other impairment, since she becomes immune to such magical effects.

Perfect energy control: At 18th level, a druid has mastered the arts of spiritual magic. She can control the inner flame of magic so effectively that she can channel up to 4 spellpoints per turn. Her maximum of spell energy that he can control increases to 3 + Wisdom mod. Her spell acquisition points per level increases to 9 + Wisdom modifier.

Variety: Revenge of the Wild
Some Druids are not focused on the protection of the wild and the harmony, but on the revenge for real or imagined iniquities against nature. These Revenge Druids have often become spiteful and bitter dur-ing the conflict between civilization and nature and decided to take sides – against civilization.
Revenge Druids gain a favorite enemy feature on 1st, 5th, 10th, 15th and 20th level instead of the usual Favorite Environment. This grants them the usual boni against those who they see as the enemies of nature.

Variety: Glen Druids
While the regular druid travels and learn as much as they can about nature, the Glen Druid closes a pact with a certain stripe of land. This territory, the druid’s glen, becomes the centerpiece of the druid’s in-terests and powers, but on the other hand they are bound to this land and rarely leave it. The glen has a size of Druid class levels x 10 acres.
On 1st level, a Glen Druid gains a +3 conditional bonus to all spellcasting checks.
On 5th level, the Druids gains Fast Healing 1 as long as he is in the glen territory.
On 10th level, the glen counts as sacred territory for the regeneration of spell points.
On 15th level, the Glen Druid gains Fast Healing 2 as long as he is within the glen’s boundaries.
On 20th level, the Druid automatically regenerates a number of spell points equal to twice wisdom bonus per hour when they are within the boundaries of the glen. In addition, they can Tree stride at will within the glen.
Glen Druids do not gain the Favorite Environment class trait for any other environment apart from their glen. They gain a +2 bonus on Hide, Listen, Move Silently, Spot, and Survival checks when they are within the boundaries of their glen, which increases every five levels by +2, but no other benefits.