Blue Mountain
Druid
This special ability is only available to priests of Ki, who are referred to as Druids.

Druids may only wear natural armors such as padded, hide or leather armor and wooden shields including those with magical enchantments. His weapons are limited to club, sickle, dart, spear, dagger, scimitar, sling, and staff.

Save Bonus
Druids gain a +1 per rank to their saves vs. fire and electrical attacks. At rank 11, this bonus improves to 2% per rank above 10th. Thus, at rank 9, bonus is 9%. At rank 10, it is 10%. At rank 11, it is 12%. At rank 12, it is 14%, etc.

Druidic Language
All druids can speak a secret language in addition to any other tongues they know. (If the optional proficiency rules are used, this language does not use a proficiency slot.) The vocabulary of this druidic language is limited to dealing with nature and natural events. Druids jealously guard this language; it is the one infallible method they have of recognizing each other.

Plant Lore
The druid does not need to buy Plant Lore skill. They have a bonus of 8% per Druid rank to identify a plant, and 6% per rank to identify a magical herb.

Identify Pure Water
Just by looking at and smelling water, the druid has a chance to determine whether it is pure water. Chance is 8% per rank plus bonus for PER.

Pass Without Trace
At rank 4, the druid can pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate.

Speak With Animals
Starting at rank 4, the druid has a chance of being able to speak with any normal animal he encounters. His bonus is equal to 5% per rank above rank 2 plus WP bonus. If he fails his roll, he cannot try again with the same type of animal for 1 hour.

Immune to Charm
Starting at rank 8, the druid is immune to Charm spells cast by woodland creatures (dryads, nixies, etc.).

Shape Change
Starting at rank 8, the druid is able to shape change into a reptile, bird or mammal up to three times per day for 10 minutes per rank above 7th. Upon assuming the new form, the druid heals 25% (+3% per rank above 8th) of all damage he has suffered (up to a max of 60%) rounding fractions down. The druid can only assume the form of a normal (real world) animal in its normal proportions, but by doing so he takes on all of that creature's characteristics -- its movement rate and abilities, its PROT and DEF, number of attacks, and damage per attack.

Thus, a druid could change into a wren to fly across a river, transform into a black bear on the opposite side and attack the orcs gathered there, and finally change into a snake to escape into the bushes before more orcs arrive.

The druid's clothing and one item held in each hand also become part of the new body; these reappear when the druid resumes his normal shape. The items cannot be used while the druid is in animal form.

Each change of shape takes a full action. The druid cannot attack, but can defend normally.

Immune to Poison
At rank 16, the druid is immune to all natural poisons. Natural poisons are ingested or insinuated animal or vegetable poisons, including monster poisons, but not mineral poisons or poison gas.

Hibernate
At rank 18, the character gains the biological ability to hibernate. His body functions slow to the point where the character may appear dead to a casual observer; aging ceases. The character is completely unconscious during hibernation. He awakens either at a preordained time ("I will hibernate for 20 days") or when there is a significant change in his environment (the weather turns cold, someone hits him with a stick, etc.).