"By the Primal Force!"
I won't lie. This version of Druid is an expy of Jedi, Sith and Adepts of Star Wars Fame + Good Ol' Fashion Druidic Shenanigans. They are warrior mages that draw upon the Primal Power Source, the Primal Force, and swing around scimitars like nobody's business, bouncing around like psychotic fleas. I expect my first draft will be overpowered but hopefully in a fixable way.
Playing a Druid: Well, in reality, Druid's are all over the place. Druids primarily use Wisdom with Charisma a close second. If you take the Path of Storms, you can switch that around. Strength, Dexterity and Constitution are close around. You may also need Intelligence to craft your weapons.
The Paths And Prestiges: The four Druidics Paths are the Path of Nature, Beasts, Forests and Storms. Nature is the default Path and taking it means all the Druidic PrCs are open to you, including Nature's Chosen. Taking any of the others Paths closes off Nature's Chosen and one other Druidic PrC while opening another earlier on. The Path of Storms gives you Storm Lord, the Path of Beasts gives you Beast Master and the Path of Forests gives you Forest Adept.
Age, Equipment, HD, BAB, Saving Throws, Skills Points, Class Skills: All like PHB Druid
Allignment: Any
As in; Any Druid will tell you that the Primal Force flows through us all and no amount of civilization will take that away. Effectively, civilized Lawful Druids do exist while wild Chaotic Druids do too. As it turns out, the Will of the Primal Force is really nice so usually Good but the Will of the Primal Force is often ignored so Evil as well. All over the place. As a rule of thumb, Path of Storms = Evil, Path of Beasts = Good and Path of Forests = Neutral, usually.
2: Ironwood
3: Danger Sense
4: Protection From The Primal
5: Primal Path (Advanced) or Alternate Path Choice, Brilliant Energy Weapon
6: Path Power
7: Path Power
8: Path Power
9: Path Power
10: Primal Path (Expert)
Class Features
Weapon and Armor Proficieny: Druids are proficient with anything not made of steel.
Primal Paths (Su): The Druid starts with Basic Access to the Primal Paths of Storm, Forest and Beast. At 5th level, he gains Advanced Access and Expert Access at 10th level. The access scales your casting ability of Path spells like Sphere spells. The below table scales your spells per Path.
Path Spells Known
L: 1 / 2 / 3 / 4 / 5 /
1: 1 / 0 / 0 / 0 / 0 /
2: 2 / 0 / 0 / 0 / 0 /
3: 2 / 1 / 0 / 0 / 0 /
4: 3 / 1 / 0 / 0 / 0 /
5: 3 / 2 / 0 / 0 / 0 /
6: 4 / 2 / 1 / 0 / 0 /
7: 4 / 3 / 1 / 0 / 0 /
8: 5 / 3 / 2 / 1 / 0 /
9: 5 / 4 / 2 / 1 / 0 /
0: 5 / 4 / 3 / 2 / 1 /
Mage's Hands (Su): You gain Mage's Hand as an at-will ability.
Primal Ally (Ex): You may summons some mundane animal like a bird or smelling dog or something little use in a fight. It's attitude is automatically friendly and you may speaks as if with Speak With Animals spell.
Ironwood (Su): Add Ironwood to your list of sphere spells and cast as if it were in your lowest advancement (ie, If you have Expert Access to the Storm Sphere and Advanced Access to the Beast Sphere, you may cast Ironwood 3 times per day as opposed to at-will).
Protection From The Primal (Su): You gain a resistance to Electricity and Sonic energy equal to half your Druid level (Round down) + Your Wisdom modifier. You may also add your Druid levels to Will saves vs Mind-Affecting spells.
Scrying (Su): Add Scrying to your list of sphere spells and cast as if it were in your lowest advancement.
Alternate Path Choice: At 5th level, you may choose to deviant from the Path of Nature and walk the Path of Storms, Beasts or Forests. Doing so grants you Expert Access to it corresponding sphere but you must choose another Sphere in which to not advance in.
Brilliant Energy Weapon (Su): At 5th level, you may craft a weapon with the Brilliant Energy enchantment with an enchantment bonus equal to your Wisdom modifier (max +5). You may only have one such weapon which you crafted and it can only be used by you or another Druid. You may not craft more unless yours is lost or destroyed (And in the case of losing, if it is retrieved you must dispose of one). You may, however, take other Druid's such weapons and that is in fact a common practice for the Evil aligned. You can't make a double headed weapon.
Path of Nature
The Path of Nature has not been pondered.
Path of Beasts
The Path of Beasts includes abilities geared towards Wildshaping and all that it implies.
Path of Forests
The Path of Forests includes abilities geared towards mind-affects.
Path of Storms
The Path of Storms includes a whole lot of feats.
Fury of the Storm: At 6th level, automatically gain the Force of Personality PHB feat. You may use you Cha modifier in place of your Wis modifier for the purpose of Druids spells and abilities.
Maelstrom: At 7th level, automatically gain the Two-Weapon Fighting [Combat] feat. You may craft a second Brilliant Energy Weapon or craft a double ended one.
Fear Of The Oncoming Storm: At 8th level, automatically gain the Faces of Fear [Skill] feat. If you already have that feat, choose another [Skill] feat.
Storm Slash: At 9th level, 3/ per day, you may add 1d6 per Wisdom modifier (Or Charisma) electric damage to your Brilliant Energy Weapon