River druids are the guardians of rivers and the creatures that live in and by flowing water. Just as rivers pour from mountain to sea, river druids adapt to many environments and cultures. River druids are especially common wherever water flows, even among underground rivers or sewer systems. Ferrier (Ex)At 1st level, a river druid adds Diplomacy to her class skills and gains a +2 bonus on Diplomacy and Knowledge (nature) skill checks. This ability replaces nature sense. Read The Currents (Ex)At 2nd level, a river druid gains a bonus on initiative checks and Acrobatics, Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 her druid level when she is in, on, or adjacent to flowing water. Additionally, she cannot be tracked in such environments. This ability replaces woodland stride. Countercurrent (Ex)At 3rd level, a river druid takes no penalty to speed or on Acrobatics or Stealth checks in shallow water up to 2 feet deep (1 foot deep for Small characters), such as streams, shallow bogs, shorelines, and partially flooded areas. A river druid (and any vehicle she pilots) isn't moved by flowing water unless she allows it. Water that has been magically manipulated to impede or boost motion still affects her. This ability replaces trackless step. Deep Breath (Ex)At 4th level, a river druid can hold her breath for a number of minutes equal to her Constitution score (after this, she must begin making Constitution checks or risk suffocation). This ability replaces resist nature's lure. Wild Shape (Su)A river druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2. This ability alters wild shape. Tongue of the Sun and Moon (Ex)At 15th level, a river druid can speak with any living creature. This ability replaces timeless body. |