
Nature's Favor(P)
Werewolf
Werebear
Nature Spells/prayers
Summoning spells
the character would be a cross between a ranger, dervish, and ritualist
Armor: 70
energy: 30
regen: 4 (2 when in a form)
nature's favor(primary): different affect for each tree. would increase damage, defense, res while in a form. increases would be by small amounts. +1armor/lvl, +1 res/lvl and +1% dmg(or AP)/lvl. for nature prayers it acts like divine favor, it heals you and the thing u target(if any) when u use any skill in tree. for summoning gives u energy and health whenever ur summoned creatures die
werewolf: while in form, suffer -2 energy degen(for a total of 2 pips like a war) no armor bonus, no health bonus, increases skills in skill tree. skills consists of attacks, preparations, stances, cries(new type of shout/chant). wolf has low(er) damage and defense but attacks faster and moves faster in comparison with bear, great runner. One elite could be feral werewolf where nature's favor bonuses are doubled but teh skill is only useable once like res sig unless recharged
werebear: while in form, suffer -2 energy degen(for a total of 2 pips like a war) The Ultimate Tank. +20 armor bonus/ +100 health bonus, same as above, maybe without the cries, roars instead. bear has very high defense and dmg, but very slow attack speed and relatively slow movement give the bear the giant stomp skill,(see how those damn stone summit like it

nature prayers: skills that involve maybe temporarily charming creatures(neutral and enemies even enemies pets) healing spells nature rituals summon storms and such offensive damage dealer, healer and porotector. not enough healing or prot to compare to monk or dmg to compare to ele, more like a little lower that a rit's level of healing, prot, and dmg dealing just combined into one attribute
summoning: sacrifice health to summon, summon wolves, bears, all kinds of forest critters. elites could be summon mythical beasts like minotaur(ancient greek version), griffins, dragons, denroids, pegasi, unicorns, etc. the summoned creatures would be stronger depending on ur level in summoning much like minions. they DO NOT leave corpses. to solve the problem of having just a bunch of druids with summoned creatures, i suggest a way of moderating this either thru upkeep with health degen like enchants or max #(like 4 or 5) depending on level 3 max at lvls 1-6 then 1 more/3lvls for a max of 6, or can only have wolves summoned or only bears etc.
obviously A LOT of these ideas stem from the D2 druid. the forms dont have to be restricted to werewolf and werebear could be others, maybe a flying creature. The form skill trees will have some self healing skills due to the feature mentioned below.
Key Feature: While in forms, you cannot use any skills in other trees. besides nature's favor and the current forms' tree.
Weapons: 2 ideas while in form
1) Claw type weapons very similar to the assasin claws in D2 tied to werebear or werewolf
2) Able to use ANY melee weapon and shield(if applicable) at a reduced effectiveness, like half the stated damage/defense if req is not met
Idea #1 more probable
while not in form
standard wand/focus combo or staff tied to either nature's favor, nature prayers, or summoning
just a thought i know there is a lot to workout with balancing issues. i just love the D2 druid