Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.
Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.
Alignment: Any neutral.
Hit Die: d8.
Starting Wealth: 2d6 x 10 gp (average 70 gp).
Class Skills
The Druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).Skill Points at each Level: 4 + Int modifier.
Class Features
Spells Per Day | |||||||||||||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | +0 | +2 | +0 | +2 | Nature bond, nature sense, orisons, wild empathy | 3 | 1 | - | - | - | - | - | - | - | - |
2nd | +1 | +3 | +0 | +3 | Woodland stride | 4 | 2 | - | - | - | - | - | - | - | - |
3rd | +2 | +3 | +1 | +3 | Trackless step | 4 | 2 | 1 | - | - | - | - | - | - | - |
4th | +3 | +4 | +1 | +4 | Resist nature's lure, wild shape (1/day) | 4 | 3 | 2 | - | - | - | - | - | - | - |
5th | +3 | +4 | +1 | +4 | — | 4 | 3 | 2 | 1 | - | - | - | - | - | - |
6th | +4 | +5 | +2 | +5 | Wild shape (2/day) | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
7th | +5 | +5 | +2 | +5 | — | 4 | 4 | 3 | 2 | 1 | - | - | - | - | - |
8th | +6/+1 | +6 | +2 | +6 | Wild shape (3/day) | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | +6/+1 | +6 | +3 | +6 | Venom immunity | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
10th | +7/+2 | +7 | +3 | +7 | Wild shape (4/day) | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
11th | +8/+3 | +7 | +3 | +7 | — | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - |
12th | +9/+4 | +8 | +4 | +8 | Wild shape (5/day) | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
13th | +9/+4 | +8 | +4 | +8 | A thousand faces | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
14th | +10/+5 | +9 | +4 | +9 | Wild shape (6/day) | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
15th | +11/+6/+1 | +9 | +5 | +9 | Timeless body | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
16th | +12/+7/+2 | +10 | +5 | +10 | Wild shape (7/day) | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
17th | +12/+7/+2 | +10 | +5 | +10 | — | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
18th | +13/+8/+3 | +11 | +6 | +11 | Wild shape (8/day) | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
19th | +14/+9/+4 | +11 | +6 | +11 | — | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
20th | +15/+10/+5 | +12 | +6 | +12 | Wild shape (at will) | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, 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. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
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: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. 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.
Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
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.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
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 (see Using Skills). 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 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.
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. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, 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 and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su): At 4th 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 beast shape I 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 with which the druid is familiar.
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 an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
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.
Ex-Druids
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).Alternate Capstones
Source Chronicle of Legends pg. 28When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.
Great Beast (Su)
Source Chronicle of Legends pg. 31At 20th level, the character’s animal companion is a paragon of its kind—a hero and legend in its own right. The animal companion’s Strength, Dexterity, Constitution, and Wisdom scores each increase by 4. This capstone is available to any class with an animal companion.
Home Ground (Su)
Source Chronicle of Legends pg. 28At 20th level, the druid knows every tree, every deer, every blade of grass, and every scuttling beetle of her home. The druid selects a specific area relevant to the campaign, such as a prominent forest, mountain, or even a patch of sea. The druid is constantly under the effect of commune with nature with regards to that area and can change the facts she gleans from the spell when she prepares her spells each day. In addition, while on her home ground, the druid gains a +4 bonus to her caster level.
Perfect Body, Flawless Mind (Ex)
Source Chronicle of Legends pg. 31At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.
The Boss (Ex)
Source Chronicle of Legends pg. 30At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.
With This Sword (Ex)
Source Chronicle of Legends pg. 31At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.
Won’t Stay Dead (Ex)
Source Chronicle of Legends pg. 31At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.
Favored Class Options
Aquatic Elf (Blood of the Sea pg. 5): Add 1 hit point to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points. For a druid whose nature bond gives her a cleric domain, select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power.Catfolk (Advanced Race Guide pg. 92): Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Drow (Blood of Shadows pg. 15): Add a +1 bonus to wild empathy checks to influence animals and magical beasts that live underground.
Dwarf (Advanced Race Guide pg. 13): Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
Elf (Advanced Race Guide pg. 23): Add +1/3 to the druid's natural armor bonus when using wild shape.
Fetchling (Blood of Shadows pg. 7): The druid’s animal companion gains resistance 1 against either cold or electricity. Each time the druid selects this reward, he increases his animal companion’s resistance to one of those energy types by 1 (maximum 10 for any one energy type). If the druid ever replaces his animal companion, the new animal companion gains these resistances.
Ganzi (Plane-Hopper's Handbook pg. 19): The druid gains a +1 bonus on Knowledge (nature) or Knowledge (planes) checks related to extraplanar flora and fauna.
Gathlain (Ultimate Wilderness pg. 10): Add a +1/2 bonus to wild empathy checks.
Ghoran (Ultimate Wilderness pg. 16): When casting spells that target plants or plant creatures, add 1/3 to the effective caster level, but only for the purpose of determining duration.
Gnome (Advanced Race Guide pg. 33, Advanced Player's Guide pg. 15): The druid gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).
Gnome (Horror Adventures pg. 39): The druid’s animal companion gains 1/4 point of DR/cold iron (maximum DR 5/cold iron). If the druid replaces her companion, the new companion gains this DR.
Goblin (Advanced Race Guide pg. 115, Goblins of Golarion pg. 31): Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Grippli (Advanced Race Guide pg. 190): Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.
Half-Elf (Advanced Race Guide pg. 42, Advanced Player's Guide pg. 17): Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
Halfling (Advanced Race Guide pg. 63): Add a +1/4 luck bonus on the saving throws of the druid’s animal companion.
Half-Orc (Advanced Race Guide pg. 53): Add +1/3 to the druid's natural armor bonus when using wild shape.
Human (Advanced Race Guide pg. 73, Advanced Player's Guide pg. 23): Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
Kitsune (Blood of the Beast pg. 12): Gain 1/6 of a new Magical TailARG feat. Any kitsune character can choose this bonus upon gaining a level in her favored class.
Kitsune (Advanced Race Guide pg. 162): Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
Kobold (Advanced Race Guide pg. 133): Add +1/2 to the druid’s wild empathy bonus.
Locathah (Blood of the Sea pg. 11): Add 1 skill rank to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus skill ranks.
Merfolk (Advanced Race Guide pg. 194): Add +1 hit point to the druid’s animal companion. If the merfolk ever replaces her animal companion, the new animal companion gains these bonus hit points.
Orc (Advanced Race Guide pg. 139): Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.
Oread (Advanced Race Guide pg. 145): Add a +1/2 bonus on Knowledge (nature) checks relating to plants and burrowing animals.
Ratfolk (Advanced Race Guide pg. 151): Add a +1 bonus on wild empathy checks made to influence animals and magical beasts that live underground.
Strix (Pathfinder #101: The Kintargo Contract pg. 73): Add a +1/2 bonus to Knowledge (nature) checks related to weather and flying animals.
Sylph (Advanced Race Guide pg. 157): Add a +1/2 bonus on Knowledge (nature) checks relating to weather and flying animals.
Tiefling (Advanced Race Guide pg. 170): Add a +1 bonus on wild empathy checks made to improve the attitude of fiendish animals.
Undine (Advanced Race Guide pg. 176): Add a +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic subtype.
Vanara (Advanced Race Guide pg. 206): Add a +1/2 bonus on wild empathy checks and a +1/2 bonus on Handle Animal skill checks.
Vine Leshy (Ultimate Wilderness pg. 21): Add a +1/2 bonus to the druid’s wild empathy or plant empathy checks.
Wayang (Blood of Shadows pg. 11): Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. In addition, a druid that selects this bonus at 1st level can choose the Darkness domain with her natural bond ability.