Druid
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral
evil.
Hit Die: d8.
Class Skills: The
druid’s class skills (and the key ability for each skill) are Concentration
(Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge
(nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int),
Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st
Level: (4 + Int
modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: Druids
are proficient with the following weapons: club, dagger, dart, quarterstaff,
scimitar, sickle, shortspear, sling, and spear. They are also proficient with
all natural attacks (claw, bite, and so forth) of any form they assume with wild
shape (see below).
Druids are
proficient with light and medium armor but are prohibited from wearing metal
armor; thus, they may wear only padded, leather, or hide armor. (A druid may
also wear wooden armor that has been altered by the ironwood spell so
that it functions as though it were steel. See the ironwood spell
description) Druids are proficient with shields (except tower shields) but must
use only wooden ones.
Special: The Druid's of Traykon are all affiliated into a loose group of individuals. The country of Kashagar is ruled by a druid council. All other druids owe at least a token allegiance to their "motherland."
| Level |
Base Attack Bonus |
Saves |
--Special-- |
-Spells per Day*- | |||||||||||
| Fort | Ref | Will | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |||
| 1 | +0 | +2 | +0 | +2 | Nature sense, Animal companion, Totemic Magic, Wild Empathy | 3 | 1 | -- | -- | -- | -- | -- | -- | -- | -- |
| 2 | +1 | +3 | +0 | +3 | Woodland Stride | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
| 3 | +2 | +3 | +1 | +3 | Trackless step | 4 | 2 | 1 | -- | -- | -- | -- | -- | -- | -- |
| 4 | +3 | +4 | +1 | +4 | Song of Songs, Resist nature's lure | 5 | 3 | 2 | -- | -- | -- | -- | -- | -- | -- |
| 5 | +3 | +4 | +1 | +4 | Wild Shape 1/day | 5 | 3 | 2 | 1 | -- | -- | -- | -- | -- | -- |
| 6 | +4 | +5 | +2 | +5 | Wild Shape 2/day | 5 | 3 | 3 | 2 | -- | -- | -- | -- | -- | -- |
| 7 | +5 | +5 | +2 | +5 | Wild Shape 3/day | 6 | 4 | 3 | 2 | 1 | -- | -- | -- | -- | -- |
| 8 | +6/+1 | +6 | +2 | +6 | Wild Shape (Large) | 6 | 4 | 3 | 3 | 2 | -- | -- | -- | -- | -- |
| 9 | +6/+1 | +6 | +3 | +6 | Venom Immunity | 6 | 4 | 4 | 3 | 2 | 1 | -- | -- | -- | -- |
| 10 | +7/+2 | +7 | +3 | +7 | Wild Shape 4/day | 6 | 4 | 4 | 3 | 3 | 2 | -- | -- | -- | -- |
| 11 | +8/+3 | +7 | +3 | +7 | Wild Shape (tiny) | 6 | 5 | 4 | 4 | 3 | 2 | 1 | -- | -- | -- |
| 12 | +9/+4 | +8 | +4 | +8 | Wild Shape (plant) | 6 | 5 | 4 | 4 | 3 | 3 | 2 | -- | -- | -- |
| 13 | +9/+4 | +8 | +4 | +8 | A thousand Faces | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | -- | -- |
| 14 | +10+5 | +9 | +4 | +9 | Wild Shape 5/day | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | -- | -- |
| 15 | +11/+6/+1 | +9 | +5 | +9 | Wild Shape (Huge), Timeless Body | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | -- |
| 16 | +12/+7/+2 | +10 | +5 | +10 | Wild Shape (Elemental) 1/day | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | -- |
| 17 | +12/+7/+2 | +10 | +5 | +10 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | |
| 18 | +13/+8/+3 | +11 | +6 | +11 | Wild shape (6/day, Elemental 2/day) | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
| 19 | +14/+9/+4 | +11 | +6 | +11 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | |
| 20 | +15/+10/+5 | +12 | +6 | +12 | Wild Shape (Elemental 3/Day, Huge Elemental) | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
| 21 | +15/+10/+5 | +12 | +7 | +12 | 7 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | |
| 22 | +16/+11/+6/+1 | +13 | +7 | +13 | Wild Shape 7/day | 7 | 6 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 |
| 23 | +17/+12/+7/+2 | +13 | +7 | +13 | 7 | 6 | 6 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | |
| 24 | +18/+13/+8/+3 | +14 | +8 | +14 | Bonus Feat | 7 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 | 5 |
| 25 | +18/+13/+8/+3 | +14 | +8 | +14 | 8 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 | |
| 26 | +19/+14/+9/+4 | +15 | +8 | +15 | Wild Shape 8/day | 8 | 7 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 |
| 27 | +20/+15/+15/+5 | +15 | +9 | +15 | 8 | 7 | 7 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | |
| 28 | +21/+16/+11/+6 | +16 | +9 | +16 | Bonus Feat | 8 | 7 | 7 | 7 | 6 | 6 | 6 | 6 | 6 | 5 |
| 29 | +21/+16/+11/+6 | +16 | +9 | +16 | 8 | 7 | 7 | 7 | 7 | 6 | 6 | 6 | 6 | 6 | |
| 30 | +22/+17/+12/+7 | +17 | +10 | +17 | Wild shape 9/day | 8 | 8 | 7 | 7 | 7 | 7 | 6 | 6 | 6 | 6 |
A druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter. (Note: A druid can use wooden items that have been altered by the ironwood spell so that they function as though they were steel.)
Spells:
A druid casts divine spells, which are drawn from the druid spell list. Her
alignment may restrict her from casting certain spells opposed to her moral or
ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must
choose and prepare her spells in advance (see below).
To prepare
or cast a spell, the druid must have a Wisdom score equal to at least 10 + the
spell level. 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 of each spell
level per day. Her base daily spell allotment is given on Table: The Druid. In
addition, she receives bonus spells per day if she has a high Wisdom score. She
does not have access to any domain spells or granted powers, as a cleric does.
A druid
prepares and casts spells the way a cleric does, though she cannot lose a
prepared spell to cast a cure spell in its place (but see Spontaneous
Casting, below). A druid may prepare and cast any spell on the druid spell list,
provided that she can cast spells of that level, but she must choose which
spells to prepare during her daily meditation.
Spontaneous
Casting: A druid can
channel stored spell energy into summoning spells that she hasn’t prepared
ahead of time. She can “lose” a prepared spell in order to cast any summon
nature’s ally spell of the same level or lower. Chaotic, Evil, Good,
and Lawful Spells: A druid can’t cast spells of an alignment opposed to
her own or her deity’s (if she has one). Spells associated with particular
alignments are indicated by the chaos, evil, good, and law descriptors in their
spell descriptions.
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 language
to nondruids.
Druidic has
its own alphabet.
Animal
Companion (Ex): A
druid may begin play with an animal companion
selected from the following list: badger, camel, dire rat, dog, riding dog,
eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper),
or wolf. If the campaign takes place wholly or partly in an aquatic environment,
the following creatures are also available: crocodile, porpoise, Medium shark,
and squid. This animal is a loyal companion that accompanies the druid on her
adventures as appropriate for its kind.
A 1st-level
druid’s companion is completely typical for its kind except as noted below. As
a druid advances in level, the animal’s power increases as shown on the table.
If a druid releases her companion from service, she may gain a new one by
performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony
can also replace an animal companion that has perished.
A druid of
4th level or higher may select from alternative lists of animals (see HERE).
Should she select an animal companion from one of these alternative lists, the
creature gains abilities as if the character’s druid level were lower than it
actually is. Subtract the value indicated in the appropriate list header from
the character’s druid level and compare the result with the druid level entry
on the table to determine the animal companion’s powers. (If this adjustment
would reduce the druid’s effective level to 0 or lower, she can’t have that
animal as a companion.)
Nature
Sense (Ex): A druid
gains a +2 bonus on Knowledge (nature) and Survival checks.
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 unfriendly.
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.
Totemic Magic: Druids, due to their closeness with nature have access to Totemic Magic. This system of magic grants them powers and abilities far beyond most other spellcasters. Druids must take the Totemic Magic feat and have someone to teach them a totem in order to use totems. Druids often gain their first totem through dreaming. The totem animal will present itself to the druid and become his personal totem.
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.
Trackless
Step (Ex): Starting
at 3rd level, a druid leaves no trail in natural surroundings and cannot be
tracked. She may choose to leave a trail if so desired.
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.
Wild
Shape (Su): At 5th
level, a druid gains the ability to turn herself into any Small or Medium animal
and back again once per day. Her options for new forms include all creatures
with the animal type. This ability functions like the polymorph spell,
except as noted here. The effect lasts for 1 hour per druid level, or until she
changes back. Changing form (to animal or back) is a standard action and
doesn’t provoke an attack of opportunity.
The form
chosen must be that of an animal the druid is familiar with.
A druid
loses her ability to speak while in animal form because she is limited to the
sounds that a normal, untrained animal can make, but she can communicate
normally with other animals of the same general grouping as her new form. (The
normal sound a wild parrot makes is a squawk, so changing to this form does not
permit speech.)
A druid can
use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as
noted on Table: The Druid. In addition, she gains the ability to take the
shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge
animal at 15th level.
The new
form’s Hit Dice can’t exceed the character’s druid level.
At 12th
level, a druid becomes able to use wild shape to change into a plant creature
with the same size restrictions as for animal forms. (A druid can’t use this
ability to take the form of a plant that isn’t a creature.)
At 16th
level, a druid becomes able to use wild shape to change into a Small, Medium, or
Large elemental (air, earth, fire, or water) once per day. These elemental forms
are in addition to her normal wild shape usage. In addition to the normal
effects of wild shape, the druid gains all the elemental’s extraordinary,
supernatural, and spell-like abilities. She also gains the elemental’s feats
for as long as she maintains the wild shape, but she retains her own creature
type.
At 18th
level, a druid becomes able to assume elemental form twice per day, and at 20th
level she can do so three times per day. At 20th level, a druid may use this
wild shape ability to change into a Huge elemental.
Venom
Immunity (Ex): At 9th
level, a druid gains immunity to all poisons.
A
Thousand Faces (Su):
At 13th level, a druid gains the ability to change her appearance at will, as if
using the alter self spell, but only while in her normal form.
Timeless
Body (Ex): After
attaining 15th 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.