Among the wisest of the wise, druids are known for their natural lore and affinity for dealing with animals and plants. Druids are also known for their skill in herbal remedies and crafting magic items. Within their forest homelands, the druids are widely respected for their steadfast loyalty as much as their understanding of nature.
NPC druids are the leaders of their people, in fact if not in law. They act as guides and teachers, showing and advising rather than commanding. In this capacity, they act in groups - councils of druids have been known to convene and agree on a best course of action before advising their clans on major decisions. When they seek to pursue a goal or quest they act on their own.
Hit Dice: d8
To become a druid, a character must fulfill all the following criteria:
Race: Any
Heal: 6 ranks
Knowledge (nature): 4 ranks
Wilderness Lore: 4 ranks
Spellcasting: Ability to cast 3rd-level divine spells.
The druid's class skills (and the key ability for each skill) are: Animal Empathy (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Innuendo (Wis), Intuit Direction (Wis), Knowledge (nature)(Int), Listen (Wis), Move Silently (Dex), Profession (herbalist)(Wis), Scry (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Wilderness Lore (Wis).
Skill points at each Level: 6 + Intelligence modifier.
All of the following are class features of the druid class:
Weapon and Armor Proficiency: Druids gain no further weapons or
armor proficiencies. They must also adhere to the following strict spiritual
oaths when choosing a weapon or armor. Druids may choose from: club, dagger,
dart, halfspear, long spear, quarterstaff and staff, scimitar, sickle,
shortspear, and sling. They may only wear natural leather or padded armor and
are prohibited from wearing metal armor. They may only use wooden shields.
Animal Companion: A 1st-level druid may attract an animal
companion. This animal is one that the druid has befriended as by a animal
friendship spell. This animal may have up to two Hit Dice.
Bonus Languages: At 1st-level a druid gains the Driudic Tongue.
This secret language is known only to druids and they are forbidden from
teaching it. At 3rd-level a druid becomes fluent in Sylvan (if they do not
already know it as a racial language) from their frequent dealings with the fey
creatures of the forest.
Nature Sense: A druid can identify plants and animals (their
species and special traits) with perfect accuracy. She can tell whether water is
safe to dring or dangerous (polluted, poisonous, or otherwise unfit for
consumption).
Spells: A druid casts divine spells according to the
Druid Spells per Day table below. A druid may prepare and cast
any spells listed on the
Druid Spells List provided they can cast spells of that
level.
Spell Resistance: At 5th-level a druid has spell resistance equal
to their character level +5.
Totem: Upon reaching 2nd-level, the druid may call a totem animal.
This requires a full day of meditation and consumes 100gp worth of herbs
incense. A druids totem must be an animal native to her forest or jungle and may
be no larger than Small size. The advantages and disadvantages of a totem are
identical to those of a mage's familiar as shown on the
Totem Animals table below. When a druid is within one mile
of her totem animal, she ains a +2 bonus to checks involving one skill possessed
by the totem animal. The skill affected is chosen when the totem is called and
cannot be changed. A druid gains additional totems at 4th, 8th, and 10th levels.
Track: At 2nd-level a druid gains Track as a bonus feat. If the
character already has the track feat they instead gain a +2 competency bonus on
all Wilderness Lore checks related to tracking.
Venom Immunity: At 5th-level, a druid gains immunity to all organic
poisons, including monster poisons but not mineral posions or poison gas.
Woodland Stride: Starting at 3rd-level the druid may move through
natural thorns, briars, overgrown areas, and similar terrain at her normal speed
and without suffering damage or impairment.
As druids progress in power they gain the following supernatural abilities (useable once per day):
Animal Trance:At 8th-level a druid gains the animal trance
spell as a permanently prepared spell. This supernatural ability is identical to
the divine spell of the same name and is useable once per day for each 3 class
levels.
Barkskin: At 4th-level a druid gains the barkskin spell as a
permanently prepared spell. This supernatural ability is identical to the divine
spell of the same name and is useable once per day for each 3 class levels.
Changestaff: At 7th-level a druid gains the changestaff
spell as a permanently prepared spell. This supernatural ability is identical to
the divine spell of the same name and is useable once per day for each 3 class
levels.
Omen: A druid of 2nd-level or higher may attempt to interpret signs
around her to learn fate and the possible future. The effects of the omen are
similar to the auguary spell with the exceptions that no focus is
necessary and that the omen may predict up to one day in the future. In order
for this ability to function, the druid must be able to interpret some natural
elements (plants, animals, clouds, etc.). As a result, the chances of
sucessfully interpreting an omen are reduced by 10% while in an urban setting,
by 15% while underground, and 25% while inside a building or structure. A druid
may attempt to read the omens once per day for every three class levels (once
per day at 2nd-3rd level, twice per day at 4th-6th, three at 7th-9th, and so
on).
Greater Omen: Upon reaching the 6th-level, the druid becomes more
adept at interpreting the omens. As a result she may seek to interpret a greater
omen once per day. Interpreting a greater omen requires 15 minutes of
unintterupted meditation. The effects of a greater omen are identical to a
divination spell except that no material component is required. The druid
must be able to interpret natural signs, thus the chance for a correct
interpretation are reduced in the same manner as the omen (see Omen above).
Share Senses: Once per day an druid may choose one of the senses of
their companion or totem animals. The chosen sense is experienced by the druid
as if it were her own sense for up to one minute per class level. Any or all of
animal's senses may be used. The druid may even elect to change which specific
senses he is experiencing after activating this power.
Phase Door: At 9th-level a druid gains the phase door spell
as a permanently prepared spell. This supernatural ability is identical to the
divine spell of the same name and is useable once per day for each 3 class
levels.
| Base | Fort | Ref | Will | ||
| Level | Attack Bonus | Save | Save | Save | Special |
| 1 | +0 | +0 | +0 | +2 | Nature Sense, Animal Companion, Bonus Language |
| 2 | +1 | +1 | +1 | +3 | Omen, First Totem, Track |
| 3 | +2 | +1 | +1 | +3 | Woodland Stride, Bonus Language |
| 4 | +3 | +2 | +2 | +4 | Second Totem, Barkskin |
| 5 | +3 | +2 | +2 | +4 | Venom Immunity, Spell Resistance |
| 6 | +4 | +3 | +3 | +5 | Greater Omen |
| 7 | +5 | +3 | +3 | +5 | Changestaff |
| 8 | +6/+1 | +4 | +4 | +6 | Third Totem, Animal Trance |
| 9 | +6/+1 | +4 | +4 | +6 | Phase Door |
| 10 | +7/+2 | +5 | +5 | +7 | Fourth Totem, Bonus Language |
| Class Level |
Natural Armor |
Int | Special |
| 1-2 | +1 | 6 | Alertness, empathic link, improved evasion, share spells |
| 3-4 | +3 | 7 | Speak with master |
| 5-6 | +5 | 8 | Speak with animals |
| 7-8 | +7 | 9 | Spell resistance |
| 9+ | +9 | 10 | Share senses |
1st Level:
2nd Level:
3rd Level:
4th Level:
5th Level:
6th Level:
7th Level:
8th Level:
9th Level: